Rotate bone as if y axis was -y

Hello everybody,
I’m importing animations from an old game. Luckily, the coordinate system is the same as blender, but the input rotations y axis is always upwards and this clashes with Blender bone orientations. I managed to get everything to work perfectly by orienting all the bones towards the floor. But it is not so good to see:

I would like to have the torso bone in blender from the hips to the head. And the head from the neck upwards.
Is there a trick to do this, or to properly transform input rotations? If I orient the torso and head bone upwards, I have to negate x and y rot axis for the torso and y and z for the head. I don’t know why they are different. This works for the majority of the animations, but she is crazy and likes to jump, roll, swim, etc and when upside down I see some wrong animations.

So with your layout, you’re now importing animations properly?

If you want the bones to look like something else, consider using custom shapes.

I mean, if you wanted, you could duplicate your bones and use copy rotation constraints, possibly with invert on some of the channels, to do what you wanted, but it seems like a big pain just to solve the very minor problem of not liking the way the rig looks.

Thanks for the reply, you are confirming me that it is not worth the pain. I was not sure whether there was a simpler and proper way to import such rotations.