Mecanim animation off by 75 degrees

I have a set of animations that when imported and used with Mecanim, make the model point 75 degrees off center. These animations all look correct in 3dsmax.

When importing the model, and not importing any animations, the model points “forward” along the Z-Axis like expected.
When importing the model, and setting the rig to “Legacy”, and importing the animation, the animation and model point forward and animate as expected.

However, when importing the model, setting the rig to “Generic”, and creating a controller, and assigning the same animation from the model, at runtime the model is rotated 75 degrees to the left. The model moves using root animation along the weird angle, it’s just not pointing forward. while everything works and moves and even looks correct, the rotation causes problem with cameras, as they can’t get ‘behind’ the model, and the model isn’t aligned with the forward vector, making raycasts problematic.

What could make this happen only for mecanim? What’s strange is that this is using a normal biped, and the biped pelvis is rotated about 75 degrees on the X axis, to make it a quadruped. Not sure if that has anything to do with it or not.

What happens when you change it to Humanoid Rig?
I know you can tweak the settings for the animations by changing the offset values in the Animations section.

Humanoid drops out too many bones, makes it all goofy. I hadn’t thought about changing the offset on the animations - I’ll try that. If that works, it would save me a ton of trouble. Thanks!

edit:

Works great - 10 minutes of typing “-75” on animations, and I’m all set. Thanks a ton!

Sweet… Glad to hear it!