I've been wondering this for a long time, but why is it that whenever a rig in fbx format is imported into max the bones almost always appear too short, or have other cosmetic issues like inverted normals / indented tops? For example, one of the rigs by Epic used in the UE4 tutorials;
https://dl.dropboxusercontent.com/u/4210886/HeroTPP.FBX
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This isn't a problem at all, but the reason it's drawing inverted is because 3ds Max expects the positive X axis of the bone to point to the child. But since it's the negative X the geo of the bone flips inside out.
To avoid this problem I leave the default FBX preset which has "Convert Bones to Dummies".
Huffer, your bones aren't inverted because you don't have Backface Cull enabled on them.