Then the animation is cut down to a desired key frame of the desired pose. This seems to set the transforms and rotations. I was posting the steps that I also found out which is 'the imported animation creates a 'new' default pose'. It is what all the effort I going this for. The model performs the default import animation in Mixamo.
I eventually dropped the Blender/Rigify effort and went straight to Mixamo as a last resort. What is the fix for this? Is in Blender, Mixamo or Unity dealing with root? TIA
In some of the animations the character shifts along the X or Z. There are very busy supplied animations that this does not happen. This seems to be the difference from the default position in the import configure. When I press Unity animation clip preview the model drops from the standing on feet on the ground to the waist level on the ground and the character is crouching. I create a new anim controller and new empty clip. I have an Blender exported mesh to Mixamo to FBX for Unity imported rig with no animations in Unity from Mixamo. When I press preview the character drops into this pose.