Help please: How to apply same animation across multiple models without bones being in weird spots?

Hello,

I’m testing out Unity animations and I’ve appeared to get myself stuck.

I have a fox, and I made a WIP idle animation in Blender. I gave it the animation type Generic, created an animation controller, applied the animation, and it all works fine.

I created a baby fox, using the same mesh, its basically the same fox but lower to the ground (closer to the root node) with different proportions. I then went into Unity, and applied the original fox animation controller.

Here is my issue, the animation plays, but since the idle animation of the first fox is taller (the bones are higher up) the smaller fox’s bones get placed to where the first foxes bones would be according to the root node. It essentially makes the legs realllllly long.

Is this something I have done wrong in blender with applying key frames or is this a unity thing that I am messing up?

Cheers,

I believe the best process for this particular situation is to find a solution in blender (or another software) to retarget the animation onto the baby fox.
I’ve only had positive results retargeting animations for quadrupeds outside of Unity.

Does parenting the root node of the baby fox to an empty game object allow you to reposition the baby fox correctly and keep the legs proportional?

Other devs may have a better solution inside Unity that could work.