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when I load a fbx model , it is fine,
when I load fbx with animation, it is strange.
It looks like position parse error.

Can you provide a fiddle or at least your FBX file so we can investigate the problem?
Thanks for your reply. I hava sent you an e-mail with the FBX file. XD
I' able to reproduce the problem but i'm not familiar with the details of the FBXLoader implementation. Your model actually produces a parse error. Maybe @Kyle-Larson or @yamahigashi can help.
@frojan Can you ensure that your model is correctly imported to other libs or software? I was not able to import the file in Blender because only binary format of FBX files is supported. Maybe you can export a binary version of your model and try an import in Blender.
To determine the problem I would need to look at the file. I will be the first to admit that the FBXLoader is far from bulletproof, so I wouldn't be surprised if it's an issue with the loader, but to know what it is I would need the file. Just send it to my email and I can take a look.
@Kyle-Larson I've forwarded the email of @frojan to you...
@Mugen87 It is correctly imported to MAYA.
It appears that there's a lot of unsupported data being used in the FBX file which the skeleton is reliant on. For each of the Model Nodes, we primarily support Lcl Translation, Lcl Rotation and Lcl Scaling. If the model nodes rely on other data such as RotationPivot, ScalingPivot, and especially PreRotation, the data is effectively ignored and probably won't produce a correct skeleton.
Upon further research, I find that usually RotationPivot, ScalingPivot, and PreRotation are generally assigned whenever in Maya Skeleton bones are assigned a Joint Orientation. Currently you have to bake the animation into the rig in Maya and adjust the Joint Orientation for each keyframe, which I agree is very annoying. Would be better off finding a way to utilize RotationPivot, ScalingPivot and PreRotation when generating the geometry and keyframes in the loader.
@frojan @Kyle-Larson is this still an issue? Or has it since been fixed?
Closing it for now. We can open it again if needed.
Most helpful comment
Upon further research, I find that usually
RotationPivot,ScalingPivot, andPreRotationare generally assigned whenever in Maya Skeleton bones are assigned a Joint Orientation. Currently you have to bake the animation into the rig in Maya and adjust the Joint Orientation for each keyframe, which I agree is very annoying. Would be better off finding a way to utilizeRotationPivot,ScalingPivotandPreRotationwhen generating the geometry and keyframes in the loader.