[solved] Why animation only correct with IK

I have an biped animation in 3d max wich i exported as an fbx
Imported this into Unity it work in previews, but only when IK is pushed.
Why is that (i don’t have pro so i can’t use IK)
How can i get the correct animation

http://screencast.com/t/yBiq90Ne

IK correction for feet stabilization is free, you just need to check foot planting on your animator state.

The reason why you need it because both rig(source biped, destination avatar) doesn’t match exactly.

Mecanim.Dev,

Thank you worked perfectly…