Your problem is the way it's exported, as it's zeroing out to the "com1" bone located in pelvis. No amount of 'tweeking' in the FPE will ever fix this. It has to be fixed in a modeling application.
My advice. Make sure all the bones are 'hidden'. In Max this can be done one of two ways, and each will produce different results in the FPSC engine. One having some horrid geometric oddities. If your using some other app, you'll have to try making them hidden as well as following the instructions for rigging to a tee. Others have got the tutorials to work, so undeniably this is user error. Either on your part for not following closely, or their part for forgetting some inane detail that others have caught.
Check list:
1) Make sure x,y,and z coordinates are zeroed out.
2) Size mesh correctly, and don't forget to reset the 'x-form' or non-Max equivalent.
3) Make sure the mesh is collapsed(meaning mesh form and not in poly)
4) Re-do your skeleton. If using Max, make sure when you load the animations that the foot is made '0' point by the check box.
5) Hide all bones, including the Com1(or whatever the bone is called in your application...it's in the pelvis and is the top of the hierarchy.)
6) Export using the methods described in detail for the many applications that are used for FPSC animated characters.
Luck
Loc