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What's causing the problem is setting the Animation Type of the rig to Humanoid. I guess this causes the animation to lose its mapping to non-humanoid related bones. What fixes the issue is setting the Animation Type to Generic like so:


Parent an empty object to the hand bone and use it for swapping and holding props. Whenever you pick up another object, create it at the empty object's position and parent it to it. This way you can keep your animations you did with Blender and just replace the props in Unity.


Could you not have the sheath attached to the hip bone in unity? and the sword attached to the hand? That way they could follow the motions and could still be swappable. If you wanted a custom animation for sheathing or something you could have an animation play on the sheath when or something like that.

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