Blender animation does not stay where I put it in Unity

Ok, this a total noob question and I am sorry if this has already been addressed. It is hard to find information when you can barely explain the problem. I recently starting experimenting with making simple animations in Blender. For example, I just made an animation of the default cube rotating 90 degrees and then exported the FBX. Yes I know that you can do that within Unity, but this was only to get a feel for things.

The problem is when I import the model into Unity and set it to a certain position, as soon as I make the animation play it goes back to the Blender’s transform data for the object. So it doesn’t matter what I do to the object, scale, rotate, position it will change on me as soon as it animates. Is there a way to have Unity ignore the transform information from the FBX file and just play the animation in place? Also, can you not scale an object that has an animation attached to it? If I make the cube really large as soon as I trigger the animation the cube shrinks back down to its original size. I am using Blender version 2.73 and when trying to figure this out on my own I found another thread where someone said that it is a problem with Blender and to use an earlier version such as 2.5. Also, I get random Null Reference Exceptions that I can’t seem to get rid of when I mess around with animations. Even when I remove everything from the project it still shows. I’ll post that as a separate question though. Thank you in advance for any advice you can give me.

Uncheck ‘Apply Root Motion’ in your model’s animations tab in Unity.

Also, for scaling don’t use Unity’s transform scaling but alter the model’s import scale.

EDIT: You disable Root Motion in an object’s Animator component, not the animations tab. My mistake.