Unity screws up animations that are not 'Human' enough

Im trying to create locomotions for a bird avatar, but unity fails to understand that i am not building a human with human bones that follow human bone rules. I am making a bird avatar whose bones follow bird bone rules where the LEGS BEND BACKWARDS!

unity is using LEFT and RIGHT and TWIST animator values in order to accomplish what FORWARD and BACKWARD animator values are supposed to do and its causing the final product not NOT look like a simply walk cycle but like the poor creature was tossed into a wood chipper during a hurricane.

the LEGS BEND BACKWARDS

Bird legs do not bend backwards, the ankle is just higher up than they are on a human. They still have knees that bend like they do on a human!

On that note, you should look into how some of the furry avatars handle digitigrade legs, because the concept is similar.

You have a few options. One common approach is to have extra bones in the armature that map to human legs superimposed over the bird legs, and then use rotation constraints to apply the inverse rotation to the ankle.

You could also try rigging the bird armature up with the correct mapping to how the bones correspond to a human and then try letting the IK do its thing, but that probably won’t give very satisfactory results.

This would have been so helpful had i seen it earlier before building an entire separate armature and then set up rotation constraints for the headd and arm.

But its just as well, tracking the head in game screwed up the entire spine and forced the hips forward in a more human pose and lifted the feet in the air. my flying animations looked like a humming bird.

With the separate armature to track, this is no longer an issue