I’ve been making some animations in Blender to import into Unity, and I’ve gotten them to work fine–provided I keep the rig generic. Because of the way I have the rig set up (certain bones unparented from each other but kept together using constraints), Unity isn’t able to recognize it as a humanoid due to the hierarchy being all over the place. (For an example of how my rig is broken up, I’ve been using a few setups from Royal Skies’ rigging guides on Youtube.)
I could probably get away with keeping them generic, but to be honest it would be nice to have the humanoid functionality.
If anyone has any suggestions, it’d be greatly appreciated!