How Does The 0 Value Of Mechanim's Avatar Animation Clip Gets Determined?

Hi guys,

I am playing around with a mechanim avatar with some AnimationClip in the Animation view.

When I set all the parameters on a key frame to 0, the avatar is positioned in certain rotations. What actually determines what 0 rotation for each parameter equals?

Can I change the settings so that 0 will default to different rotations?

e.g. notice how the “Leg Stretch” 0 equals roughly a rotation of 90 degrees on the avatar. For my use case - having ‘0’ meaning the whole leg is straight - would be more fitting.

4411963--401866--Screen Shot 2019-04-10 at 10.34.16.png 4411963--401869--Screen Shot 2019-04-10 at 10.33.48.png

Bump

Bumping:

Does anyone know at least if the above screenshot pose is always the ‘0’ pose from which all weighted rotations are calculated when working with humanoid AnimationClip?