So I recently tried my hand at non-linear character animation. I set my character up in a way where I wouldn't need to rig it and made both a walking animation and an idle animation. Each of the parts has their own animation data and this character is supposed to be exported into Unity.
The problem I'm running into is instead of 11 animations getting made there's somehow 66 animations and most of them affect the whole setup rather than a single part of the setup. Only a small handful of them are relevant to what I made and the rest are completely irrelevant, in the 2nd example you can see the head is missing and the arms are out of their place.
If it helps everything is parented to the torso in some way (the sword and shield parented to the arms which are parented to the torso.) These 11 animations work in Blender but get turned into 66 animations with random results in both the 3D viewer (which I am using to test this .FBX file) and Unity. So like the title of this post says I want to know why there's 55 extra animations I never made (and some missing) and I want to know how do I fix this problem.