Locomotion System jitters when animation loops

I have managed to get the locomotion system basically working with my bird rig but I still have some weird behaviour. I notice leg jitters right around the time when the walk or running animations loop. This doesn’t occur if I just watch the animation loop normally without the Leg Animator active.

The behaviour is occurring BOTH when using IK and when it’s disabled (but the Leg Animator script is still running).

If I slowdown the timeScale you can see that the jitter occurs twice right around the animation loop point is. If anyone has experienced this and could point me in the right direction I would be very grateful

Solved:
Apparently the problem was caused by setting the root bone incorrectly in the LegController script. I had the jitter problem when the root bone was set to anything higher than hip (the root of my armature is actually the rib cage… which made sense for a bird). Anyhow my model actually has the following structure

-RibCage
…|-Pelvis
…|-Pelvis_L (then Femur, etc.)
…|-Pelvis_R
…|-Tail

I still had jitters in the tail when I set the root bone to “Pelvis” but when I set it to Pelvis_L (or Pelvis_R) everything was fine, smooth as silk.

Now I am having some weird leg stretching when jumping, which is probably because
a) I haven’t set the jump animation up yet
and/or
b) The root bone needs to actually be a ancestor of both legs… I might have to do some surgery on my rig.

I hope this helps anyone who experiences the same problem.

I had a similar problem, my character was jittering up and down, but only with usingIK enabled. “Solved” it with adding an empty GameObject somewhere in the armatures hierachy (no matter where, but only as a child) and used it as rootbone in the LegController. In this solution Accelerate Tilt don’t work.
The problem is caused by the FixedUpdate() in the CharacterMotor, but I need it because I have physics attached. Maybe somebody has a better solution.