Imported animation from mixamo to unity causes left hand to act unusual Edit: I realised after I posted this question that it is on the blender stack exchange and this question is not actually blender related, however, I understand the files I am working with were designed and exported from blender so I feel that this is a relevant location for this question.
Edit: The eagle eyed viewers may realise that the icon shown in the first image indicates that I have added &quot;Animation Rigging&quot; inside of Unity. I added this to try and correct the issue, I can assure you that this is not the cause of the issue.
I am a software developer by trade and have little experience with the 3D modelling, rigging, texturing and animation pipeline.
I am just currently creating a hobby 3d shooter project and have imported a model/animation pack from mixamo in to unity.
Everything seems to have been imported correctly and all bones labelled correctly and in the correct position when in T-Pose in the game.
The problem:
When I start the game with the &quot;Running While Aiming&quot; animation everything works fine, apart from the left hand seems to be inverse in some way, see screenshots below:
This first image is the character in T-Pose showing the hands are correctly modeled.

This next image shows the character when the game is running and the &quot;Running While Aiming&quot; animation is active. As you can see, the left hand is in an unusual position with the &quot;left hand pinky&quot; finger being on the left of the left hand, when in fact the fingers shoulder be the other way round.

I have made no alterations to the model, the armature or animations. I imported everything to get going directly from mixamo as a package. I tried importing as a regular .fbx and as Unity .fbx and it has made no difference.
I would really appreciate some help on this if possible. I am a software developer by trade and am trying to create this hobby project to further my game programming skills.
Thanks in advance for any help or feedback provided.
once I found one solution, when exporting an animation at the beginning should be T pose, 0 frame T pose, 1 frame our animation, 2 or 3 frame our animation, in Unity we start cropping the animation with 2 or 3 frames