character animation adds weird rotation to bones

Greetings!

I have played around with Unity scripting for some time, and now I decided to move on to importing my own models and animations. I am using Milkshape 3D 1.8.4, a low poly modeling/anim program with very few buttons in it. I added biped bones to human model and spent quite some time fixing it / attaching all vertices to proper joints. After that I added joint animations with standard keyframe techniques, and animations work fine in milkshape, but when imported into Unity 2.6.1 as FBX, and defining proper frames for split animations, most of animations have this problem:

Joints which I rotated in animation receive some weird, high speed surplus rotation, which of course makes it look really buggy. Most of these surplus rotations are in Y axis relative to character. For example if I rotate a spine in X axis just a bit, in unity it also makes spine rotate what seems like 360 degrees in Y axis. Same goes for head rotating in X, when animation plays it start spinning in Y, The Exorcist style. My attempt at making a walk cycle which looks fine in Milkshape ended up with character throwing his legs over his shoulders in wild X axis full circle rotation.

I burned my eyes on google and forum search but didn’t find anyone with same problem, any ide what it is and how to solve it?

Unity doesn’t throw any errors or warnings.

Update: when I import exported FBX back into milkshape everything is fine except no vertices are assigned to joints, is this normal?
Although I doubt this has anything to do with problem as vertices are assigned properly in Unity, its just that weird rotations are added to animations.

Update: I think this is solved. The solution is to use “Zero joints tool” from tools menu in Milkshape, and preferably use it before you start making keyframe animations. Now my animations stopped being wildly rotated in Unity but animations themselves are changed a bit by zero joint tool and I have to remake them :frowning: