Correcting a retargeted animation

Hi!

I have to re-use an animation clip on a new character. In the clip the character falls down, but since his head and hands are quite big, bigger than the original character, they will stick through the floor.
I don’t have access to the original rig to maybe adjust the animation in another software, it’s an fbx file where the animation is baked onto the bones.

So my question is: is it possible to adjust an animation inside of Mecanim in some way, maybe by using the avatar system?

I think I could adjust the bones by hand in a 3d software but it would be much more interesting to do it in Unity because then I can see the animation directly on the new character model.

Any help welcome.

If you duplicate the FBX animation file in your project view it will create a non read-only copy of which you can edit the curves for the individual bone transforms in the Animation window. For further info on the animation system please check out the docs on both Mecanim and Legacy (Avatars / Animation window):