skinnedmesh exported from 3dsmax comes with missplaced bones

I’m trying to import skinnedmesh from 3dsMax to unity3D, but all meshes I import comes with all bones missplaced! seems like their pivot points are changed when exporting.

When the object comes with animation, all seems ok, but, I need to move the bones on script… and on that case, all bones cames distorted.

Does anybody have a walkarround to export from 3dsmax and preserve the bones?

I’m having the same problem.