Joint mismatch when using Characterize profiles on importing an FBX

Hi all,

I’m running into an issue between Character Creator and Maya when rigging using Acurig.
My pipeline is to rig using Acurig and then export the custom character into Maya making sure I select Maya as the export option. I then adjust the facial joints and add some weights for things like the jaw. I also add other joints for things like tails.
But when I import back into Character Creator using the Charaterize options the characters joints are rotated. Not all joints it seems to be mainly the pelvis. It’s rotated so the character is more uprights.
I’ve tried using some of the other options like CC-G3Character but each time it rotates some random joints.
I’ve even tried exporting an fbx and then importing straight back in without even taking it into Maya and get the same issues so I know it’s not something I’m doing in Maya that’s causing the issues.
Does anyone know why it’s going wrong?

Cheers in advance,

Peter