Root Motion Computer and Odd Rubber Banding

We hit an interesting snag in out project utilizing the Root Motion Computer scripts. They work fine with the Mixamo test avatar, but when the animator drops in his own characters from 3DS Max, they get a very bizarre type of rubber banding. The script drives the motion properly, but the animation position isn’t staying constant–at the end of the cycle, he jumps back to where I’m estimating the center point would would.

The model itself is an FBX built with a biped model. He assures me everything winds up exported the same as the Jane model supplied, which is making it hard to account for such an odd behavior. Does anyone have any ideas what might cause something like this?

Solved it. Inside the imported character is something he labelled “rootjoint”. Inside this is the pelvis which the auto-setup was finding and using. By manually setting it to the root joint instead of the pelvis, it works normally.