Yes the animations have been baked into the joints.
I thought the problem might be that the influences per vertex had been set to high so I made sure that they were reset to be within Unity’s range 4 influences per vertex.
Still no luck.
Figure I’ll include an image of the problem just in case.
I found the solution to this problem was that the default project settings for skinning was only set to 2 bones per vertex. I then changed this to 4 bones per vertex.
Edit > Project Settings > Quality
Saw that the settings were set to good
Proceeded to modify the Good Settings from the drop down menu
Set Blend Weights from 2 Bones to 4 Bones.
Skinning was solved from this particular animation.