Why is my character running vertically with root motion?

I imported an animation from 3DS Max (with Y-up checked) into Unity and the running animation plays correctly in the Inspector. The animation is NOT in-place and is intended to use root motion.

But when I choose the Pelvis as the root transform for my Humanoid, my character snaps 90 degrees on the Y axis and 90 degrees on the X axis. So he basically turns to its left and running vertically indefinitely.

What could’ve gone wrong in my import settings?

My pelvis is a child of the hip controller (root transform: hip_ctrl/pelvis_bone), not sure if this would cause a problem.

Unfortunately the Y-up or Z-up conversion options when exporting FBX from max don’t actually seem to do anything in Unity and the object will always have -90 rotation on the X axis.

The best solution I have found is to rotate the pivot points of each item in Max on the X axis so that Y is up instead of Z. This will result in imported items having rotation values of 0,0,0 and prevent Unity causing problems. The models will still look correct for editing in Max too.