Blender Imported Animation appears different in Unity

Hi All,
I am working on a school project involving a diving game and am in the process of setting up animations for the player. Have a few done already such as the idle, walk, and run. Moved to the swimming ones but for some reason the model in unity twists (very) differently than in blender.
Heres what I see in blender:

and here’s how it comes out in Unity:

I am seeing the following warnings:
7602025--943564--upload_2021-10-25_14-56-43.png
From the sounds of it, the hips and chest bones are being completely ignored…? Which would make sense as to how it looks… I guess my question is how can I work around this? Is the model rigged totally wrong? Is this because of IK bone position? Should the swim animation just be vertical and the model rotated 90 deg or something…?

Thanks for you time

My current workaround is to to model the swimming animation with the rig “up right” and transform.Rotate 30 degrees when it needs to be played. Using Time.fixedDeltaTime produces a smooth rotation. I also need to correct the rotation when playing the “idle swim” animation. Seem to work alright… but I’m sure there’s a better way.