First up I don’t use Max so this may not make any sense but just thinking out loud
does this just happen during animations?
can you bring in the “t-stand” version of the model without any problems?
if so its probably something to do with IK solvers being used in max that obviously wont transfer to unity, can you “bake” the IK of your animations before/during export?
Fellas, I think we are getting close to figuring this out!
The problems seems to be that Unity is moving the pivot-points of the bones during import.
I have no clue why its doing this. And its only doing it on certain bones. Both legs (upper and lower), and the upper arm.
I just created the green boxes, and linked them to the legs of the Biped system. Then re-exported, and the boxes are no longer where they are supposed to be. Note the green boxes are NOT skinned, just linked.
BTW, all animation is baked. And I’m exporting as FBX-2009 out of MAX.
We never share any information submitted to us in a bugreport with anyone. I don’t think there is formal NDA, but IIRC there is a sentence or two about that on a bug reporter.
Unity does some pivot point resetting (because modeling tools actually have pivot offsets and runtime engines can’t have them for performance reasons). So something might have gone wrong, but I need to see it myself before I can say anything.