I figure I am doing a few things wrong at this point. The play bar moves, but the character is static. But when I switched the avatar to my t-pose fbx, I now just get the character t-pose, as seen below. When I first imported these animation fbx's into Unity, I could see some kind of animation playing on a generic, pink, default Unity character. I also wrote out the re-targeted 'tip toe' animation with a ROP FBX ANIMATION OUTPUT, as seen below. It's erroring, looking for both 'path' and 'name' attributes, which are missing. But where is the best place to write it out from? I settled on using a ROP FBX OUTPUT, as seen below, because I could not get a ROP FBX CHARACTER OUTPUT to write out. I assume I first need a rigged, t-pose fbx of this yellow guy for Unity. I then rig match posed this yellow character to the humanoid character, applying some 'tip toe' animation from Mixamo. So, I rigged and skinned this character in Houdini. Then I modeled this yellow freak (seen below), which Mixamo can't figure out how to rig (no neck, shoulders higher than chin). I downloaded a t-pose fbx and a number of animation clips from Mixamo, and everything imports into Unity and plays in game.
So, I have a humanoid character (not shown in this post) which I modeled, then uploaded and rigged on Mixamo.