Character Animation @file convention

I’m seeking some basic help on character animation. The problem is I can import a rigged and animated character into Unity from Maya, but it will not reference the other clips .( I save the .mb file to assets folder) The base animation will play, the subsequent files will play individually. However when I use the @ convention (jim fbx, jim@idle.fbx, jim@run.fbx etc) it does not reference the subsequent files. The documents say the @ files should be automatically imported to the base file but it doesn’t seem to happen. I must add that I put a character controller, character script and set key/wasd controls. Is there something I’m missing? I saved the @files as .mb to the Asset folders, and also tried converting them to .fbx then importing to Unity to no avail. Then I tried having 2 animations on the one character and splitting the animation in Unity but this technique did not work either. I’m hoping someone can help me out with the @ technique because I do have separate animation clips. Thanks again in 2010…

DigitalDuane

I’ve been meaning to look into the @technique but have been fine blending animations without it. My advice would be to build a very basic blending system that works before adding the char controllers and all that jazz.

Export an object with a simple skeletal animation and build the system up around that. Then bring the full characters in and go from there.