Unity keeps adding rotation to my root joint on import

Alright this one has me pulling my hair out. Trying to use an IK system on a character but it keeps going out of whack on it. Found out that my character has rotation on the root joint. However in Maya, there’s no rotation on the root joint itself. The scene is matched to what is in Unity and for the love of everything I can’t figure out why it keeps adding to that. Any ideas?

try different settings for the fbx export. start by using google or by searching youtube on how to export skeletons from your app to unity. Is enough to have one wrong export option and all goes downhill. Even worse you may find out about it after days of development.

fbx skeleton animations is really one huge mess with so different standards and ways to do it. The step curve to make it right is unbelievable.

Also check if the bones are correctly set up in the unity character configuration, avatar or how is called. the one with the bones names and the green guy