For a long time, I have only now come to understand a pipeline. If someone works only through the Animator API or Animation Rigging in Unity itself, it is not so important. The pipeline is: Mesh > Mixamo > Auto rig for animations and avatars from this object.
Hierarchy:
- File name (main parent object)
- Hips (first bone)
- Mesh
Problems: When opening in other 3D packages, there may be issues with this hierarchy, such as an extra dummy element, as seen in Blender. Reconnecting this armature to a similar mesh in Blender through Data Properties or fixing animations can cause additional problems.
My suggestion is: Mesh > Mixamo (auto rig) T or A Pose > Blender import and export > Mixamo again. This way, we get a dummy container (FBX file name), mesh, and a dummy as a container for fittings where the hips begin.
All animations received from Mixamo for this object will also have the same hierarchy with an "extra" container, the name of which must be followed when editing.
Blender+Unity direction Armature and box Mesh , in Blender select Armature (normally import -Y forward), -90 X axis , reset rot Armature and Mesh , select Armature +90 X axis (Armature 90 , Mesh 0) - export (NONONO Transform experimental ) in Unity must be Case , Armature , Hips . box Mesh all good direction
Import in Blender - Leave Bones - Yes Export - No , end bones to point but the others good , fbx