I'm trying to create mocap animations for my characters in Unity. I currently use character models and animations downloaded from mixamo.com. I've just created some mocap animations with Brekel pro body v2, and I have imported the bvh file into Blender along with one of my models that were imported as a collada. I am trying to assign the bvh animation action to the mixamo armature. I've changed the names of each bone to match the names of the bvh armature, and the only difference is that the mixamo model has more bones than the bvh. It has a toe, eyes, head top, and extra spine bone where the bvh model does not have them, but everything else is the same.
When I assigned the bvh animation action to the mixamo armature, the animation plays but the rotations seem off and it doesn't look as good as when I play the action on the bvh armature. I've tried changing the type of rotation (ZXY Euler, XYZ Euler, etc.) but it hasn't helped. I'm trying to get the mixamo armature to make the same exact movements as the bvh armature.
Are those extra bones causing the issue? If so, is there a way to apply this animation to only the bones they share? I need to keep the current mixamo skeleton.
Here are some added pictures of the problems I'm experiencing.
The first image shows the bvh armature on the left and the mixamo one that I need to keep the same on the right.
This shows the mesh of the mixamo model in the middle of the animation as well as the bvh armature during the animation. It also points out the problems I'm seeing and looking to correct.