Problem with animation if Bip01 is linked to something.

In 3dsmax I have my characters Bip01 bone linked to NGon shape to get fast and simple control over character orientation, but in Unity animation doesn’t play properly.
It seams to export not only frames from active timeline range(as it does w/o NGon as parent), but the whole animation from this file.

How can I solve this? Preferably without getting rid of NGon shape, removing keys after needed segment or breaking animation to several files etc.

I’m a newb in Unity, so tell me if I’m doing it right.
While exporting mesh I select mesh and all bones, for animation export I select bones only.

Thanks in advance.

When exporting the FBX file, there is an option under the Animations roll-out that lets you define which frames of animation to bake.

You can define them in there.

Or you can export all your animation into one big FBX file and have Unity split it up into separate ones, you can define the frame ranges for each animation inside of the animation’s Inspector.