I was adding some modeling tweaks to a character model in Blender that I had previously exported from Mixamo. I wanted to use the "Strike Forward Jog" animation from Mixamo, so I imported another version of that model with this animation into Blender. In Blender I renamed the animation to Kick_04 and I added the animation to my modified model using the Action Editor.
When I play the animation the character bounces around the screen frantically. It appears that the character still pulls off the kicking animation, however she keeps spawning on different areas of the screen each frame. I think this has to do with the fact that both the mesh and the armature's origin is offset in this animation. Could the animation have different local coordinates that are clashing with the Models local coordinates and its relationship with the blender files global coordinates?
I tried putting the armature and mesh's origins to the world origin of (0,0,0). I then moved the armature and mesh so that they stand right on top of the world origin, however I can only figure out how to apply this shift to one frame at a time, and I am worried I might alter the animation itself if I apply these local transforms to all the keyframes.
Oddly enough in edit mode the Mesh and Armature are both correctly placed right above the world origin, with their origins placed in-between the feet at (0,0,0). I just can't find a way to have the animation play in that location in pose and object mode.
I'd appreciate any help on how to fix this issue.
[Video of Blender Animation error3 (I apologize for the poor video quality)