why does my detached, animated bones bug up?

Bones that are both detached and animated and not part of the standard humanoid rig appears to be moved to their parents position during run-time. Also their rotations and scales are way off, so I’ve got three times enlarged eyelids blinking out the back of the neck.

I’m using a humanoid rig and importing .fbx animations. the animations are working apparently correct but with position, rotation, and scale way off it really doesn’t look good.
I’m using animation layers, but i get the same problem with detached, animated bones in the walk/run animation where all the other bones are correctly placed,scaled,rotated and animated. The thighs works well even though they are animated and detached, but they are part of the standard humanoid rig.

I’ve tried changing a lot of settings, but I can’t find anything that makes a difference.

Apparently the most important thing is to use the same export format each time. The only one I’ve tried that works if fbx version 6.1 ASCII. Version 7.4 Binary messes up the positions of additional bones. So the only things you have to do is export .fbx ver 6.1, select humanoid rig, configure and force t-pose if that doesn’t work you can try everything else in the numbered list above.

on the other hand if you make changes to the model it will be a lot more lenient. changing, adding or removing meshes makes no difference and removing bones will only remove the effect of those bones in the animations they are used in, the rest will play as normal.

Now my problem is solved but i still do not know the answer to my question - why. could I get a formal written apology from someone?