Thanks for letting me know. Since you're using Blender, I definitely recommend working directly with the .blend files rather than importing the FBX versions. The FBX exports are primarily intended for use in game engines like Unity or Unreal, which have different axis orientations and scale conventions. That can sometimes lead to issues like the rotated root pose or mismatched scale you're seeing.
Also, when importing FBXs back into Blender, you might lose important structure like the Armature object or the root bone hierarchy. The .blend files retain the exact setup as intended, so they’re the most reliable starting point for Blender-based workflows.
That said, at some point I was experimenting with different FBX versions to support both Godot and Unreal. I don’t quite remember which version I used for this particular upload. In the next update of Human Basic Motions, I’ll go back to using the solid FBX export settings I’ve used reliably in the past. I’ll double-check this and hopefully resolve the issue.
Let me know if you encounter any other issues.