Hi,
I’m new to Unity and after reading the manual, forums, and sifting through various projects, I have a few questions related to animations.
At this point, I don’t quite understand why there are so many variations in imported animation packages. Some have several additional objects associated with them and others are very simple. For example, the mocap animations have three objects a mesh, an avatar, and an animation, but others are far more complicated. They contain several poses of the same mesh, no avatar, an animation, an object called motion, and several others that I sometimes have no idea what they are for (like Character_Ctrl: referrer). Now, I know there are probably reasons for this, but I have no clue what those reasons are. I also realize that asset structure is not enforced in unity, but are there any tutorials on this subject? Is there a standard way to organize your animations? I really want to understand how and why imported objects are organized in a particular manner.
Second, so far I’ve figured out how to re-target imported animations to my default character models, but what I’ve noticed is that the animations themselves seemed locked to the original mesh they were associated with. When the animation is previewed the original mesh is visible. Even if I only import the single FBX animation file manually, the original mesh ( void of materials) is still linked to it.
In my newbie mind I should be able to take an animation and completely re-target it against a compatible humanoid mesh and dump the entire package and all the junk that came with it.
Is there a way to completely extract/disassociate animations from imported packages/prefabs? Is there a standard way to organize animations? The reason I’m asking is that I’m currently gathering packages and FBX files that contain the animations I need. I plan to extract them all and assign them to my base character models.