How do I initialize a imported game object?

Hey I’v been having some problems,every time I import an asset everyone of them will say that they need to be initialized and if I can’t initialize them then I can not access the animations.theres a picture you in advance for any help you give.

Hi miron,

The message you see apply to the Animator Component only not for the imported animation. If you click on the Animation tabs, you should see all your imported animations.

Thank you Mecanim.Dev for replying I’v unfortunately already tried clicking that tab.All I got was this1757278--111230--Screen Shot 2014-09-01 at 7.05.45 AM.png.If you know anything please let me know and thank you in advance for any help you give.

Then you don’t have any animation in this file, you get this message when Unity can’t detect any animation curve.
The Animator Not Initialized message is unrelated to animation import.

Can you try with some other files? or you get this message for all your file?

It only happens with these files.
1762622--111641--Screen Shot 2014-09-04 at 7.38.38 AM.png Each one of these’s is exactly the same as the char-ethan file no animations and as a matter of fact I can’t even try to import with some of them it won’t let me click the import button at all.Thank you for all the help you’v given by the way I really appreciate it.

P.S. heres what computer I work on if that will help Processor 3.06 GHz Intel Core 2 Duo,Memory 12 GB 1067 MHz DDR3,Graphics NVIDIA GeForce 9400 256 MB,Software OS X 10.9.4.

which version of unity are you using?
and can you send me your file?
char-ethan and maybe one or two animation file.

Best regards,

Im having the same issue. I’ve drag-dropped a .FBX file into Unity’s asset. The, drag-dropped to view. Is that the correct process? I’m using latest Unity version to date.

So what i can tell you from my experience,

i always imported the fbc files, pushed them into my test-dev scene and prepared them as a real unity game object. i attached scripts to it, i modified it based on what it was for. then i saved this in my assets as a prefab. whenever then, i needed this object, i created an instance of it via

Instantiate(Resources.Load(“Resources/Prefabs/Gamemodel/Monster/Dragon”) as GameObject);

and started to adjust the values.

Kind regards
Gardosen

The solution I found is to create a Animator Controller, and attached to the instantiated game object (for some reason, I can’t do it on the prefab). Then create a new state in the animator, and attach the animation clip to that state.