The FBX Exporter package does not support exporting
The bind poses of animated skinned Meshes are lost on export. For example, if you export an animated skinned Mesh from Unity and import it into Autodesk® Maya® and Autodesk® Maya LT™, you will not be able to set the character into the bind pose using the Rigging > Skin > Go to Bind Pose command.
The FBX Exporter package ignores name or path changes when converting a Model instance.
The FBX Exporter package does not support exporting animation only for animated Lights and Cameras from Autodesk® Maya® and Maya LT™.
Exporting an empty mesh (MeshFilter with null sharedMesh), fails to export with ArgumentNullException.