I have imported a fbx model into the the Project folder and create a prefab (drag the model into the scene and then drag it back to my prefab folder) of that model subsequently. However, no animation edit options are found in the prefab, just gameobjects that make up the model. So it seems that the only option to edit the animations is through the models’ inspector window. Will those changes be reflected in the prefab and its clones? There is no apply button in the model inspector window that is typically used to apply changes back to prefab.
I’m not quite sure what you mean about editing in the inspector for the model. If you are referring to the import settings (frames of the animation, curves, events, etc.), then all those changes will apply to any model instance that is compatible with the animation and is referencing it in an Animator Controller. If you make those changes in the import settings that are displayed in the inspector, you will be prompted to either save or discard those changes before doing something else.
That being said, you can’t actually edit the animations that were imported with the model directly since that information is embedded into the model file. However, you can duplicate those animations in the project window by doing the following:
Expand the model asset in the project window to show the animation clips
Select the animation clip you wish to duplicate and hit Ctrl + D on PC or Cmd + D on Mac to duplicate the clip
Add an Animator Component and a controller to your model instance in the scene
Add the duplicated Animation Clip asset as the motion for a state in the Animator Controller
When the model is selected in the scene open the Animation Window (Ctrl + 6 on PC or Cmd + 6 on Mac)
You may now edit the duplicated clip.
Lastly, remember that the animation isn’t part of the prefab, it is pretty much just a list of properties and how to manipulate them that can be interpreted by Mecanim. They exist as their own assets, independent of a prefab or GameObject in the scene. The only time you will see one that is seemingly attached to another asset is when the animation was imported with the model.
Thank you TrickyHandz, this is exactly what I need to know, not to mention the additional information on prefab and animation. I always thought animation is part of the prefab, but looks like I am wrong on that.
“If you are referring to the import settings (frames of the animation, curves, events, etc.), then all those changes will apply to any model instance that is compatible with the animation and is referencing it in an Animator Controller. If you make those changes in the import settings that are displayed in the inspector, you will be prompted to either save or discard those changes before doing something else.”