Hello
I’m trying to do this kind of a “combat” animation in Blender and need to export them in center of origo after its done, they are for game purpose. character attacks another character facing each others, but when exporting both characters need to be oriented same ways. I decided to rotate the other character in object mode when testing since I have bones in the rig that don’t inherit rotation(this option felt nice compared to other softwares but not sure anymore) and these bones would be problem when when im suppose to zero the characters rotation and position before exporting to engine. Ok, I got even some kind of test for both characters done but now when i try to make the “final” quality version and would like to edit both characters keyframes at the same time for timing purposes I dont seem to be able to? I have to first move character1’s keyframes and then charatter2’s and it just feels slow when making more complex stuff and I have difficulties to know exactly how much to move the other one. In object mode by choosing both armatures I seemed to have some results, but then the rigs started to brake, mainly the Body/Hip ctrl with both characters. They just wouldn’t animate at all in some point. First I thought there is something broken in the other characters rig because it started to brake first but while testing more the second characters hips broke also
I would just be happy to know if there is fluid workflow to animate 2 -characters/armatures in same scene and be able to export them separately as mentioned in the origo and in same orientation since they are for game engine. Was thinking of merging the armatures for the time I animate and separate them before exporting but feels bit hackery and dangerous. I’m quite new to Blender and start to feel bit depressed. Any advice would be most, MOST welcome?
ps. Was using dope sheet and action editor for trying to edit the keyframes for both.

Thanks!
-J