Refer to this unresolved forum discussion on Mixamo, where I have also raised this issue:
I have a goal kicker character with basic animations; it starts in a weight-shift idle. When you hold and release a button, the character should play a running animation and run towards the ball, then blend to a kicking animation to simulate the character kicking the ball. The running animation plays fine and appears normal; however, any other animation I blend to after the running animation will reset the character to its starting position, regardless of whether root motion is applied or not, or when I perform root motion manually.
I have followed all of the tutorials for Unity and Mixamo regarding root motion, and even turned root motion off completely now and am updating the position of the parent game object via script, yet when I transition to a second animation, the position still resets and the character moves back to its starting position. This is a feature-breaking bug; if I can’t move the character from it starting position between animations, then character animations are unusable.
I have a very tight deadline for a freelance project; this is a huge issue for me.
Note that the animation type of the rigs is ‘Generic’; 'both ‘Legacy’ and ‘Humanoid’ force the model into the T-pose and it won’t animate at all, even though it is a humanoid model.
As I said, this behavior occurs regardless of whether I have root motion applied or perform root motion manually with StateMachineBehaviour scripts on my sub-state machines. In fact, even if I update the position of the parent gameObject in OnStateUpdate and OnStateMove in the second animation, the character will still reset to its starting position when the scene began.
Currently I don’t even have the kick animation set up anymore; I’m just trying to get the character to stay put after kicking and returning to the idle animation.