3DSMax to Unity : Animation Export

Hi all, I was wondering if I could get a quick validation on my export/import process, as it seems more incongruous than it needs to.

First off, FBX offers no choice to only export animation, so I’ve resigned myself to deleting the mesh from the .max scene before exporting so I dont have the geometry in the file…I do want to ask though…

  • If I left the character geometry in the FBX file, upon final compiling to whichever platform (iOS in my case), is it safe to assume that that superfluous geometry data is ignored?

I don’t need 100 iterations each of all the characters in the game. It would be wasteful if that extra data was maintained in an asset that is otherwise only used for it’s animation, bloating the app filesize in the end.

  • Next, is there any way to corral the animation clips into a single folder?

Right now they’re nested inside their import prefab, and I’m unable to relocate it. I’m going to have 100’s of animations, and having to click into each and every prefab just to get to the animation clip and assign the motion is needless extra clicking.

I attempted to do this with Avatar data to no avail as well…these things just stay nested and require more effort to dig down into the file to get to them.

Thankfully I’m able to customize my import options (Scale Factor 0.01 anyone?!? :smile:) with an editor script, but the fact I can’t organize these files for greater efficiency is an annoyance, albeit small.

The theme to this post is the added ‘weight’ of data and workflow when I’m simply trying to use an animation clip. The only good comparison I have is Unreal, where you can export JUST animation (including batch processing an entire directory of individual animation files…this is huge) and you import that animation file (.PSA) into an AnimSet. As much as I prefer more and frankly love Unity’s methods, working with animation is tedious.

Let me know what you guys think and maybe, just maybe, I’m doing this incorrrectly? Possibly? Please?! Haha :smile:

Thank you!

I found this just now:

http://docs.unity3d.com/Documentation/Manual/Splittinganimations.html

…and at the bottom:

Looks like a start! This seems to indirectly answer my question about the extra data stored in each anim import prefab (the geometry). Hmmmm…

Update: …but alas I see absolutely no difference when attempting the @ method, as this last paragraph seems to suggest would occur when using @ :

Where is this ‘collecting’ that occurs? Where is the ‘automatic referencing’? If anyone can elucidate for me I’d very much appreciate it.

Dang.

Update 2: …apparently they need to be in the same directory as the character, whereas I had the character in his /Player Character folder, and the anims of course in /Player Character/Animations. Reasonable expectation to organize it this way, but Unity wants’em in the same directory for referencing to work. What I noticed is that in the import options in the Inspector for the character, there was a large button to ‘Update References’ under the Keep Additional Bones checkbox. Still not sure what’s happening or why that was important but it something…

Btw I apologize if this is old news (Legacy Anim), but everything is new to everyone at one time or another. There’s so much information to dig through that I clearly missed it if it’s out there. I avoid talking about anything publicly until I’ve exhausted my searches and head scratches. It’s just I seem to recall it being more straightforward in 3.x Legacy…perhaps I’m delusional. :slight_smile:

Thanks for following up on this. I was looking at how to get this to work also