FBX Embedded Animation Clips

Hey guys I’ll try to keep this non-wordy,

I just want to know if there is some way of exporting a single FBX file with all of one character’s animation cycles and have the Split Animations table already filled in when you import it into Unity.

Aka if you have a walk cycle with frames 1-24 and a run cycle frames 25-40, it will import into Unity with them already in the FBXImporter properties dialogue in the Inspector. It would just help out our programmers a ton with not having to do that stuff.

P.S. - I’m aware that you can just export them as separate files and use the @animation token, but I’m just wondering about this since it seems a TON simpler.

I wish, but I don’t know of any way not to have to designate the “legs” (walk, run, etc.) of the animation.
I don’t export them seprately though just define them once the model is in Unity, in the Inspector.

Kind of - you have to write a script for that. Just read about AssetPostprocessor. What other people do is: artist writes the list into text file, then on asset import script reads it and adds the list to FBXImporter in AssetPostprocessor.OnPreprocessModel.

Ah okay, that’s around what I thought had to happen but I was told you could somehow possibly do it in Maya or another 3D package and somehow have that data already in the FBX file, but this sounds a lot more realistic. Thanks!

Hello, I wrote a tutorial for this purpose (including the list Paulius wrote about) a very long time ago :

http://forum.unity3d.com/threads/36444-Editor-Script-Mirror-AnimationClip-generator

Hope this helps