Animation splitting or multiple model files?

I saw there are 2 methods to import animation

http://unity3d.com/support/documentation/Manual/Character-Animation.html

What are the pros and cons of Animation splitting and multiple model files?

If I build a single character which as 6 animation, I instantiate 1st character to call first 3 animation clips and instantiate 2nd character to call last 3 animation chips. Can it be done? and which method is better to control by script?

When you use the multiple files with the model@anim convention, the animations all get imported onto the main model. It’s as if they were all part of the main file in the first place and so you should see no difference from a coding point of view. The multiple files technique can work around export problems with some 3D software and is sometimes convenient for workflow.

I like to use the multiple file method, because keeping each animation in its own file simplifies sharing animations between different meshes that share the same rig. That way, we can publish one set of animations per rig, and then attach them to the proper meshes at runtime. However, if you’re just going to have one mesh per rig, it’s less important to keep the files separate.

When a character jumps and punch, should it be 2 animated models or 1 animated model?

When I press UP button and then Punch button several times, how can it be done?

If they are 2 animated models, how can the script call them at the same time?

I think you’re misunderstanding the import process - in both AnimationClip splitting from a single model file, and Animation combining from multiple files, you always end up with one FBX to drop into your scene that has multiple animations attached.

As far as how to efficiently playback while blending, just look up the character animation section of the manual, it will explain everything. You just need to consider the import process separate from playback.

I saw penelopFBX model and http://unity3d.com/support/documentation/Manual/Character-Animation.html#ImportFile

Firstly, I need to build a model with a file name
modelname.fbx

Then, I use the same model file to do animation, e.g. jump and gives it a file name

modelname@jump.fbx

and save as a new file

Does it?

However, I use Cheetah3d, it saves file with extension .jas, but not .fbx

Does it need to export to fbx file format?

342775--11996--$penelopefbx_680.png

It can be anything Unity understands, but FBX is generally considered the best to use.

One more question to get it clear.
If i have a character penelopeFBX with the animations as mentioned above. And i have a second character named bigbirdFBX. They have the same rig, Can i copy the animations from penelopeFBX@… and rename penelopeFBX to bigbirdFBX.
Or is there way that they use the same animation file and you don’t have to copy?

Just point the rig at the anim files from the Inspector or via code.

HTH
BTH