Is there a workaround to resolve this? I was thinking of the idea to export (duplicate as explained in this post) the Mecanim's fbx animation, and the animation from a blender export, then somehow merge the two together in Unity's Animation tab (with some tweaking between the two animations) to get the desired result, but I'm unsure if you can copy the desired animation frames from either of the two animations, and paste them into either/or into another new animation, and still have it work with the intended. fbx export, is that the animation will export bullet physics, and armature animation, but it neglects to incorporate any facial blender shape keys, versus exporting a model from blender (with an imported animation) and having facial shape keys working, but no bullet physics, and risks of the armature not moving as intended, (legs twisting and clipping through the ground) very frustrating. Alternatively, you can use the main menu: GameObject > Convert To FBX Prefab Variant with the GameObject selected. Hey guys! So something that's been bugging me for quite some time now with Mecanim's. Converting a GameObject To replace the GameObject hierarchy with an instance of an FBX Prefab Variant: Right-click on the GameObject in the Hierarchy view and select Convert To FBX Prefab Variant from the context menu.