I'm working on a project where multiple characters share the same animation rigging- their mesh and the transform of individual bones changes from model to model, but the rigging's bone hierarchy and general shape remain identical between all the models. Ideally I would like to maintain one file in Blender for each animation, import each animation clip as a standalone thing, then configure them in a single state machine that all the characters share. What's tripping me up is that apparently unity wants each animation to come with a complete rig and mesh, so importing a standalone animation from Blender doesn't seem feasible. So what's the recommended pipeline? Should I have one master character whose action stack contains every single animation, then set up each individual model to remap those animations? Should I import each animation with a standalone generic mannequin guy or something, and just have a dedicated folder filled with identical models who each happen to contain one animation? There must be a best practice here, but I'm really struggling to see it.