I have a issue with RootMotion and a set of animations that I have. Case is the following: Animation is a humanoid character Has root motion in it - the transform with the source of motion is Root. If I use a Humanoid Rig, unity seems to calculate root motion based on the body of the avatar, and since there is quite a bit of movement is quite jittery (its supposed to run in a straight line). If I pick Root Motion Node and set it to Root transform, the animation gets rotated 90% on the X axis. I have tried pretty much all combinations of Based Upon, and none give me the correct result when using a humanoid. If I use a Generic Rig instead: If I pick Root Motion Node in the animation tab and set it to Root transform, the animation gets rotated 90% on the X axis, same as before. If instead I change it on the RIG tab, then it works perfectly, no weird rotations and the character moves in the correct path, with 0 jitter. Point being, I cant change the original animation to fix the axis rotation issues - they get generated by someone else and thats the way they come. Is there a way around this ? I have tried picking the Bake Axis Conversion in the Mode, but it instead just breaks it in weird places. From what I can tell unity uses a projection of a humanoid body transform as the source for root motion. Is there a way we can change this to a specific transfomer without using the Animation Tab? Can I defined this somehow in the avatar?