3ds max element animation problem

Hello guys. First post here.

I have a very simple object in 3ds max (editable poly), that is basically 1 big hedra with 4 smaller hedras around it. I was using it to test animations and export options from .max to .fbx. I did some animations (most) by moving some elements of the object ( for example, de 4 smaller hedras spinning ) and just one that actually used the whole object ( I did it by rotating the object 90º).

The problem is that when I exported to fbx and drag it to unity ( or export it again in max) it has just the rotating animation ( the timeline and everything else is ok, but it has none of the animations I did with the “elements”). Does anyone knows why does that happen? Probably it’s more related to 3ds max than to unity but maybe someone else here had the same problem, so I decided to ask.

Thank you for now ( and sorry for the mistakes, english isn’t my 1st language)

FBX files can only export one animation. If you want to have multiple animations, take one of the routes listed below.

A) Create one animation file for your object when you export it. In Unity, specify the keyframe ranges for each animation. The animation will then be split for use in a game

B) Export separate FBX files for each animation. The first file should have no animations. Export each animation in an FBX file with the name of the file plus the name of the animation, separated with “@” (such as player.fbx, player@walk.fbx, player@sit.fbx, etc.)

This info is also available here, under “Importing the Animations.”