In this official Unity tutorial, they modify an existing animation using an Animation Rigging setup with a couple of empties having Override Transform components driving the bones. They record this in an existing Animation clip.
I tried doing this and it works. However, do the added components (Rig builder on the character and objects with Override transform), having served their purpose, still have to stay? I tried putting the same character but without these, using that same supposedly “modified” animation, but it’s not modified for the new character.
You use an animation I will call Original Animation File from here on.
Now you use Animation Rigging as shown in the video you put in.
For reference “How to work with humanoid animations in Unity”.
If you do it according to the source, you get the following:
Original Animation File (still the same),
Rig on Character with child “Overrides” and his children “LeftArmLowerOverride” and so on.
The “result” you keep talking about is a calculation of the OAF influenced by the modifications in “Overrides”. So yes, if you delete them, you delete your changes.
This does not give you animations without rig setup. Create them in blender if you do not want overrides. You can export them in fbx format for the game engine.