This is because of the hierarchy. It happens on export sometimes. You can use this trick to animate just a few bones.
Other tricks: animating a skeleton, then grabbing the bone rotation values and applying to a boned mesh. You can blend anims this way for example character walks and looks around.
Other tricks: animating a skeleton, then grabbing the bone rotation values and applying to a boned mesh. You can blend anims this way for example character walks and looks around.