Mecanim and generic animations - what is the correct workflow?

I’ve started to use mecanim for characters and it works really well and now I wanted to use it for static objects (e.g. doors, chairs, etc).

I’ve tried to follow all the available tutorials and guidelines but still can’t get it to work so I’m wondering what I could be doing wrong.

I’m animating the model with 2 bones, one where the center of the world is and the other one for the object motion (e.g. a chair being moved by a character) so I can align it with the character sit animation.

The rig is something like
ParentBone - MoveBone

I’m able to export the chair mesh as .FBX, set the Rig as Generic and the Root Bone as BoneParent.

I also went into the Animation tab and split all the clips (and they preview correctly).
All the logic and scripting is setup in the Animation Controller but once I run the game I get a :

[mecanim]: BindSkeleton: cannot find Transform 'ParentBone'
[mecanim]: BindSkeleton: cannot find Transform 'MoveBone'

And the animation just doesnt play (even if in the state machine I can see the logic is correct).

I’m sure I’m missing some setting somewhere but cant figure it out…

Here is a screenshot with one of my animation settings:

Sorry for the bump but I would really appreciate some clarification on this matter!