Okay, so I’m using a real-time animation pipeline in which motion capture date is sent in real time to unity. The model needs to be a humanoid animation type. I’m using a plugin called game object recorder right now in order to record the position rotations etc of the model that’s being done to it in play mode. We wish to be able to edit and fine-tune the animation within the unity timeline editor. However, the game object recorder only records everything in generic animation type. We’ve created a separate clone model that’s set up for generic, but when applied it doesn’t appear to do anything other than at this time change the root location of the model, with no other notable change. We created an animation controller for the generic model and applied the recorded animation to its entry node, but we have a feeling we must be missing something. Any help is appreciated.