Floating feet when using Root Motion Animation

So I’m using root motion animation for all my animated characters. I have a root joint set up at origin in my maya file, and everything seems to be correct at that end. When I import it into unity, however, despite having set the root joint to be the correct joint, I’m still getting this weird foot floating behaviour. It looks a lot like it’s using the hip joint as the root joint, rather than it’s origin joint parent, but I’m not sure why this would be. I was wondering if anyone had any experience with root motion in unity and has seen this kind of thing before? Or even if there’s a standard practice for using root motion between maya and unity - export/import settings, process, etc I’d be thankful for any insight or help!


Here is the animation in Maya, with root motion in place:
Mayascrn.gif


And here it is in Unity, with weird floating foot behaviour:
Unityscrn.gif

In terms of settings within unity, I’ve tried generic, humanoid and legacy rigs with no success - i’ve also tried ensuring that ‘Bake into Pose’ on Root transform position (Y) is checked. I haven’t been able to find any solution on forums, so again, any help would be greatly appreciated!!

I’m not sure if this will help, but I solved a similar problem with my character by changing the Animation type under Rig to Humanoid.

Hello future people that search this question as desperately as I did, i am your savior, so you know this root motion stuff? Inside the animation menu with the problem you can change the center of it. So in root transform position y you want to select feet. This works for me