Animations from Max to Unity...

So I’ve figured out how to export animations with charactername@animationname.fbx, and I’ve got them working really nicely. From what I can tell though, all the .fbx animations I export also contain all the character’s meshes. How do I export -only- the animation with no unnecessary extras?

What a lot of people are doing is have all animations on the same timeline, then split the animations at import by frame number.
If you end up changing animation lengths a lot, you can leave empty frames between the animations, so if you change one animation, you only need to modify this animation on import and not all.

I believe I’ve figured it out. When exporting from 3DS Max there’s an option to export only the selected objects. I think this is proper, but if anyone knows any more elegant methods I’d be glad to hear them.