I'd also like to address why the animations are so crap. It's not Unity's fault. I'm just doing things that Unity's animation engine doesn't support out of the box. Unity's animation system is built around having an artist make an animation, and playing it back on a model (it's got some fancy stuff for mixing, but that's not relevant here). That's pretty easy to do, and works great.
Unfortunately, I decided to make character proportions variable. Because of that, instead of just playing back animations on characters, there's got to be a whole bunch of code to line things up. That means that only one character (the "bottom" in most cases) uses Unity's animation system. The other one (the one that always glitches out) has to have its pose calculated in real time using a bunch of custom helpers (like "left hand goes on right breast," "hip moves relative to bottom pelvis" and "penis moves between (0, 1, 0, and (0, 1, 1) every 20 frames). It gets complicated to debug, and making it look natural would take a long-ass time (Illusion only started adding that sort of tech fairly recently, and now I know why). If I had known how finicky it would become, I probably would have made different decisions early on, but here we are.
That said, I don't think it's worth it, and Quid Pro Quo's characters will all be the same size so I can use proper animations instead of ghetto homebrew puppeteering. I know it removes a nice customization option, but animations in Stationmaster are probably never going to be amazing, and I don't want to repeat the mistake.