Yesterday I had my first Unity crash when exporting an .fbx file from Maya. I had exported the same rig countless times before but this time I inadvertently switched to the Unity editor while Maya wasn’t done exporting the .fbx file. And Unity politely melted.
When I re-exported my character I discovered that all my animation clips were gone, replaced by the “Take_001” default animation. Which means I had to manually re-enter every animations and their options. And manually re-create the character’s avatar. Not fun. At all.
So my question is: is there a way to save all that animation-related information outside of the .fbx container itself? So that if the situation occurs again I can just access those animation data and re-apply them on the character’s animation side?