My problem is that colliders attached to the bones of a rigged character sometimes ignore Physics.raycast hits when using an Animator Controller. But raycasts always hit the colliders of the character using the Animation component.
What I don’t understand is, why? What is the Animator Controller doing that makes it different from Animation? I always assumed the difference was an Animator Controller is using root motion but even with that disabled, the colliders can still ignore raycast hits. I don’t understand how an Animation character’s colliders remain accurate while animating but an Animator Controller character’s colliders are all wonky while animating.