The guy is rigged and movin! Since my character is a robot and doesn’t do much actual deforming in his animation, Mixamo wasn’t the best option for rigging/animation. (If you’ve ever put a character with any level of hard surface items into mixamo, you know the horrors). Instead, I opted to use another autorigger, AdvancedSkeleton. AdvancedSkeleton is a plugin for Maya, which works similar to the humanIK/quickRig options but with a few more options for fine-tuning things. After a bit of trial and error we got him fully rigged, second arms and everything! Again, since he doesn’t deform, I was able to save soo much time by basically skipping the weight painting stage and just flooding pieces to respond to controllers fully rigidly. I animated the idle, walk and run in maya, and then got it all set up in Unity. (I almost lost my mind at one point because I accidentally had mismatched names in my rigged fbx and my animations fbxs due to a referencing issue in maya.. but thats another story).
Here’s some playblasts from Maya and him moving in engine: