I think I'm pretty close to
pulling off a working portrait in Stellaris (Bare in mind this is a fairly rough draft, the final portraits will be much more detailled, and brighter coloured)
I managed to import a working, ultra simple animated portrait to confirm the process is working, even though it was basically just the texture set to wobble about like a weebl.
https://gfycat.com/RecklessSlushyBoa
I've then tried a couple times to rig the portrait and make it work for real.
The first try got it to import but the render order was all out of whack because it was all one mesh, not a set of meshes with a hierarchy.
https://gfycat.com/DizzySoggyDuiker
The next couple of tries inexplicably kept imploding on itself when imported and gave a bunch of errors in the exporter. The most recent try has errant vertices that appear to be weighted incorrectly after export, but appears fine in Maya; I think this is arising from the history order and tweaks made after the weights were rigged. (I had never used Maya until 3 days ago, so this has been a cliff-like learning curve)
I'm gonna have another go at re-rigging it tonight. Fingers crossed?
EDIT: Turned out the problem was with the skeleton, not the mesh/weights. GG.
EDIT 2: However Maya keeps crashing at the drop of a hat whenever I move the animation timeline...
EDIT 3: Seems to be something about the skeleton is corrupt. Making a test skeleton and leaving it to animate doesn't cause problems. Time to rip out the skeleton and re-rig it... again.
EDIT 4: The problem it turns out is the animation property