Trouble with bind pose in Maya 2008

This one is along the same lines as the previous post with exporting skinned models, however I am noticing a more specific problem…

Basically, it looks to me like something is wrong with my Frame 0 pose coming out of Maya. I have created a simple 3 joint test rig with a cylinder bound to it.

Then, I animate the middle joint to make the cylinder wiggle a bit.

The strange thing, is that I find that when the data hits the runtime, frame 0 actually has identity matrices for my joints. I would have expected Frame 0 to have the bind pose matrices.

Am I missing something obvious?

Thanks in advance.