Hello! I have been having a lot of trouble with exporting rigs from Blender to Unity. Before I state my current problem, I think the context is pretty important (there seems to be a pattern here): initially I made a custom rig, which, after a lot of forcing, I managed to get the animations looking mostly similar to the way they look in Blender, except for two problems. 1) Unity interpreted the feet bones as not moving, and 2) Unity decided that the entire prefab would get animated as part of the animation, not just the bones of the armature (even though the rig was perfectly zeroed and the armature itself had no animation). So I tried a bunch of stuff. The next thing I tried was a Rigify rig which worked a bit better but the entire rig was still moving. Based on what you see here, you might think this is a weight paint issue, which, yeah sure it probably is, BUT that can be solved, what can't be solved here is that this squashing is happening because the entire prefab is being animated - NOT just the bones of the animation. Finally, there was the mixamo rig. There were 2 different issues with it. 1) At first the movement was considerable, as above, although the weight painting at least seemed to have turned out a bit better. 2) I tried changing the root motion setting to Armature instead of None, and also tried Root Transform and Armature -> Hips. I also tried these for the rigify rig. When setting to Root Transform, the prefab was no longer moving. However, the hip bone was now moving, even though it wasn't given any motion in the animation, and in Blender it isn't affected by the rig's controls or anything. Does that explain the problem well? TLDR, 1) I don't understand why the prefab moves by default as part of the animation when everything is zeroed in Blender and isn't animation, and 2) I don't understand why bones that I didn't animate are still moving after I tweak some settings in the import. And 3) I am hoping for a solution :S Thanks greatly for your time!