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Skin meshes stretched out

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I am exporting skinned meshes with skeletons from maya and when I render then they gett all stretched out. If I render the joints they are all in the correct positions but when I render the mesh it gets stretched. I am using each joints world matrix. The models look right except for the stretching. I thought it looked like I was supposed to use local matrices since it seems every joint translation has been increased but when I use local matrices the meshes get somewhat distorted (not stretched though). How should I calculate the joints used for the mesh? Thanks for any advices.

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