I have just imported a character created from Blender, there are no animations other than a restPose (where all keyframes are set to their identities). The character is already in the RestPose when imported into Unity, but I have a special need to also sample some of the animations. AnimationClip.SampleAnimation When I sample the RestPose I see that the character twists up slightly??? I was not expecting the character to change at all, because it already is in restpose, Where is this twist coming from? It is causing major misalignments with my project. I can not find same inconsistency in the Blender file so this must be coming from Unity's end. Please help me figure this out (this has been costing days of wasted effort).  If I change rig type to "generic" then I am able to sample any animation and they look perfectly spot on. Why would generic/humanoid make any difference? How can I sample my humanoid as a generic?