Animation & rigging tookit - import FBX problem

I created a character in A.R.T. Importing the animation from Animset Pro (unreal marketplace) work just perfect.
But when I trying to import some other FBX animation (exported from 3ds max, or downloaded from turbo squid) - A.R.T. just shrinks my timeline to 2 frames (-1, 0) and nothing happens. No animation, no error messages - nothing.

I tried to define skeleton for this ousource FBX files in maya, but A.R.T. still doesn’t work with them. Also I stripped Animset Pro file from everithing exept basic bones, and it still imports perfectly.

Can anyone tell me how to import 3ds max biped or CAT-based FBX into Epic’s A.R.T.?

Or may be anyone know what the big difference for A.R.T. between skeletons from unreal marketplace and other FBX skeletons I used?

So, I came to some weird pipeline, if anyone interested.

  1. define sceleton from outsource animation (biped, CAT, UE3 yellow skeleton, etc…) in maya
  2. save animation with maya-compatible skeleton in fbx
  3. open scene with Animset Pro skeleton in maya
  4. unlock definition of this skeleton, rotate root bone 90° and lock definition again.
  5. import fbx from p.2 into the scene
  6. load animation from yours skeleton into Animset Pro character and bake it.
  7. export animated Animset Pro character to fbx
  8. now you can import this animation as mocap data to any A.R.T. character!

    n) profit!

Same can be done in motion builder instead of maya.
But I still do not understand a thing about what’s happening with this skeletons.