Split Animations with 'Generic' Mecanim System

I am trying to migrate my project uniformly to the new animation system. I’ve had success with all my humanoid assets, but I’ve run into an issue with some of the non-humanoids I’m trying to migrate. These assets were delivered as multiple FBX files in the ‘ModelName@AnimationName’ format. In some cases, each FBX file contained multiple animation clips. The problem I am running into is that when I use the ‘Generic’ animation import setting, Unity creates a separate avatar for each FBX file. As far as I can tell, there’s no way to tell it to reuse an avatar from another FBX file, which means I can’t use all the animations from the multiple FBX files in a single generic animator controller.

Does anyone know how I can either merge the FBX files together or get Unity to understand that they’re compatible with each other?

I don’t have many animations but I do have a non humanoid model and one animation from a seperate fbx. I was able to drag the animation from the project panel into the animator controller. I haven’t tried seperating animations yet so I don’t know about that part but I was looking at this yesterday. Also not to hijack your thread at all but I was wondering if you had any idea on creating custom IK for non-humanoid foot placement.