I have an imported model in .fbx format, with pre-baked animations. I want to apply physics to the model, however playing the animations seem to interfere with the physics
When the animations play the model won’t ‘fall’/collide but if I untick the ‘Animation’ in the inspector my model reacts correctly to the physics rigid body/mesh collider applied to the gameobject, but the minute I switch back on the animation the model moves back to it’s original start position (but does play the animations correctly)
What am I doing wrong?
EDIT: This is the ‘Animation’ tick box I was talking about:

I was able to solve it by following this advice and making an empty game object to be used as a container, add the rigid body/mesh collider/scripts to the container game object, then add my model as a child of that game object. This way the transformations applied in script apply to the container, and the animations no longer affect the movement of the model!