Problem is as fallows.
Using Mixamo skeleton animation - root joint rotations are not 0,0,0 but jointOrientation are 0,0,0 - so importing it into three.js editor - it displays all properly.
Using Maya skeleton animation (for example AdvancedSkeleton rig) - root joint rotations are 0,0,0 but jointOrientations are not 0,0,0 - so importing it into three.js editor - it displays all wrong.
So - is it a bug, or there is some workaround this?
Ps. I already made rig with some 20+ animations with AdvSkeleton in Maya. So I discussed with AdvSkel guys on workaround - but there is no solution on this side.