Maya to 3ds Max. Dislocated objects. FBX export.

Hey. Me again, unfortunately.
I’ve been trying to export models from maya into 3ds. Best (only) known to me way is to export it as a .fbx and import it in 3ds max.
The bad thing is the fact that the models ale quite frequently dislocated like here:
Before (maya):

And After (3ds Max):

On both the same object is selected.
Also, the joint, which is the parent of the model, stays at the same spot.

I haven’t got any errors while exporting, other by the bind pose of the root joint.
What do you think can be the issue?