Root Motion problem?

I made a character mesh, in 3ds max, I skinned it, I exported as .fbx file and I imported it in UNITY without animation. I loaded a walk.bip file on a biped, in 3ds max. I exported it as a .fbx file and loaded it in unity, made them both, MODEL and ANIMATION, humanoid. I made an avatar for the model, copy this avatar to the animation file, made a ANIMATION CONTROLLER for this MODEL. When I look at the preview window, I I can see my MODEL walking, every thing is fine but even if my MODEL is animated properly and is moving forward, he is not moving enough, he his walking but seems to slide backward, like if he was moon-walking. Does anyone can help me to correct this behavior?

You have a character controller doing movement AND the animator “root motion” box ticked and turned on.

You need to decide if you are going to let Mecanim do the motion by root motion, or if you are going to do it with the character controller so you untick the root motion box on the animator

I see why you though so… I wasn’t clear enough…
first, I wanted to correct my animation before I use a CHARACTER CONTROLLER so I don’t use one yet…
Second, I use a very simple script that determine the character’s state based on user’s input and I pass the information to the ANIMATOR CONTROLLER, that decide which animation to play…

SCRIPT : animationCTRL.SetInteger(‘speed’, Input.GetAxisRaw(‘Vertical’);
CHARACTER CONTROLLER : idleState-------->walkingState condition speed equals 1

and the walkingState does the root motion.

thanks to help and sorry for my english, I speech french…