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I.e. model character in blender, animate in blender, and then import along with animation clip. That's because unity built-in animator is extremely limited when it comes to rotation.
https://docs.unity3d.com/Manual/animeditor-UsingAnimationEditor.html
It is possible to animate stuff in unity, but the last time I was doing that it was a royal pain t o do, because unity insisted on using something like euler angles or yaw/pitch/roll for storing rotation keys instead of usual quaternions. It was awful. This way of storing rotation has a problem with gimbal lock, meaning if you try to animate something like an object flipping over in air, you'll have to fix nearly every rotation.