If to export avatar to FBX and then import it back (without any changes) position of all bones in imported model will be different from original. For example position of Hips bone for CC3 Neutral character is: 0 / 3.302 / 100.707 After export to FBX and import back Hips bone position will be: 0 / 3.237 / 100.722 Because Hips is root bone whole model (bones and meshes) will be moved from original position. I made test and found out that this happened on export -- I opened exported FBX file in 3ds Max and Hips bone position in it have been -- 0 / 3.237 / 100.722 (different from original).
This bug is critical for creating custom morph sliders using exported FBX files because this incorrect model transform will be included in each custom morph and if to use several custom morphs in combination model will move more and more from original position (transforms from each used morph will be added).