Since I have my R10.5 now I was really expecting to get a fix for the joints-FBX-export bug.
But --no, its still the same–
I have this character setup and composed of multiple parts, I can export it to FBX , all is fine in Motionbuilder, I can animate-- and on re-import I get the nasty split hierarchy–
I have read somewhere here (but cannot find the post) that someone mentioned that the Control-Object hierarchie that comes from Motionbuilder on import can be used to tranfer the motion-- but once it is retargeted, the whole target skeleton becomes messed up–
I am frustrated and actually angry that this bug has not been fixed.
Can someone explain how the control-object hierarchy an be used to transfer the animation? Or how one can avoid the stupid split hierarchy on import?
I have tried so many things now (Realigned the joint axis a dozen time in different ways) with no usable result-- maybe I am missing something–
Retarget is such a joke, there is not even an option to define rotational offsets or to exclude Objects in hierarchy (like what the gone Motiontracks had).
It looks as if I will have to re-do the export-hierarchy in Bones again-- apart from the time this consumes, this is really not the way to go-- ah-- I think I need a beer now–

Hope this is helpful.