So I made my first human model in Blender and imported it into Unity, then I got Idle, Walk and Run animations working based on this short tutorial here which sets up the Avatar's T-Pose etc.: However when I set it up to enter a kneeling animation on a key press, the model plays the animation but also moves upward and backward so that the model ends up floating above the ground. I've looked at the animation previews in Unity and I can see that what I assume is the Pivot moves back and upwards just like the model does during play. Here you can see the model during the Idle animation, and then after going into a Kneel animation: Then if I look at the kneeling animation preview within Unity, you can clearly see what I assume is the Pivot begin at (0, 0, 0) and then travel backwards and up during the animation: I can understand why it goes backwards seeing as the model moves backwards, but have no idea why it goes up, except perhaps that the arms rotate upwards. Either way, you can see that it's causing a situation where the player character appears to hover mid-air when kneeling. How can I keep it all on the same vertical plane like it is in Blender? I've done some research but it hasn't helped so far and I don't know what to look at next. In Blender, there doesn't seem to be any Origin or anything that corresponds to the location of the Pivot in Unity, so I'm assuming it's something purely related to Unity that can't be fixed via Blender alone (though I may be mistaken). I'm using the Root Transform option for the Root Motion setting under Motion; I've tried None and the other options and changed the settings that open up when I select them but I haven't got anything that's come close to behaving like it's supposed to. I've read the Unity manual page on Root Motion here: https://docs.unity3d.com/Manual/RootMotion.html But it didn't help. Either it's something not covered by that or I misunderstood something. How should something like this usually work in a 3D game in practice? Is it usually desirable to have the pivot move around and how is that dealt with? I did the animations in Blender with the assumption that the pivot/origin would always be at the model's origin in Blender, but Unity doesn't seem to make it easy to keep it in one place.