Importing animation with different root jointOrientation then 0,0,0 causes model to twist and turn

fbx-loader
maya
skeletal-animation
#1

Problem is as fallows.

  1. 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.
    https://monosnap.com/file/gCUNM0M1FmggIrZc4uVNUPQj0wWqOB

  2. 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.
    https://monosnap.com/file/jpP9fmZ7RGITSI8hFxuO5YC0dsK2mO

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.

#2

Can you please share a problematic FBX file in this thread?