OP stated " I Export the biped with ' animation ' and ' bake animation ' ticked and the correct frame segment chosen.
Tried to ' export selected ' without the bake animation option? Baking the animation could is the reason you is getting unintended animation segments.
In Max the default biped setup is triangle pelvis which parents upper legs to the first spine bone.
To match Unity's avatar structure more accurately-place the biped with figure mode, in the structure roll-out uncheck Tria Ngle pelvis. The hierarchy would change as you can see in the schematic view, so the upper legs'll now is parented to the pelvis bone.
Biped also links the clavicles to the neck bone by default. To match Unity's avatar structure more accurately-check triangle neck so the clavicle bones link to the top spine bone.
These slight changes in the settings and export process should increase the efficiency of the biped matching Unity avatar.
Source: http://answers.unity3d.com/questions/611869/not-all-biped-animation-recognised-by-unity-on-imp.html
I tried it myself and found that there were two reasons for not being recognized.
1 ' Don't bake Animation
The bone options in the 2 ' post are just the opposite.
is to not use triangular pelvis but use a triangular neck bone.
From for notes (Wiz)
A biped is detected but cannot is configured properly (Bipe import unity is not recognized correctly)