For the context I use Blender and Unity. As for the example, when you are hit in some games, your character bends slightly and is pushed back a bit. I would like to implement the tucking animation in Blender, but what about the kickback distance? Move your model to Blender (tuck and knockback) or just cheat the tuck animation (tuck in place) and then rejoin Unity (basically, the tuck animation is triggered and the model then moves back a little) ).
Basically, I wonder, what is often done and why, when there is a specific reason?