Fyi, one more side effect I finally noticed... Footstep detection was entirely broken from the Animator being switched to Fixed.
No matter how much tweaking settings and trigger colliders I'd almost never get a footprint/sound and even then it'd be in the completely wrong spot. Switching the Animator back to Normal the trigger method still works, but reintroduces the camera jitter of course.
I ended up writing my own script that uses raycasts and a simple state-machine (no physics) to call TriggerFootStep() in OnPostFBBIK(), instead of using physics/colliders and FixedUpdate().
No matter how much tweaking settings and trigger colliders I'd almost never get a footprint/sound and even then it'd be in the completely wrong spot. Switching the Animator back to Normal the trigger method still works, but reintroduces the camera jitter of course.
I ended up writing my own script that uses raycasts and a simple state-machine (no physics) to call TriggerFootStep() in OnPostFBBIK(), instead of using physics/colliders and FixedUpdate().