I’m new to Unity3D. I 'm trying to export 3d model and some animations from maya to unity. I already read the documentation from here Unity - Manual: Extracting animation clips where is explained how to export separate animations using ‘modelName@animationName.fbx’ naming convention. I can export 3d model and animations in single FBX file from maya to unity and animations works, but when I try to export model and animation in separate FBX files, animation don’t work in Unity at all. Unity successfully connects my model and animation FBX files but in the inspector preview animation just stands still. Can somebody explain me how to make this work by importing animations and model in separate FBX files ?
Working with separate FBX files for animation can be a little tricky depending on how everything is set up for your model. The way I go about doing it from Maya is by exporting my rigged model (with no animations) to Unity via FBX. Then, in whatever file you are animating the model with, export everything that will be animated (including your control curves if you animate that way, which I highly advise if you are not already) without the mesh data using the Character@Animation naming scheme that you are already using. You can export the mesh data if you wish, but it doesn’t do anything for your anim FBX files.
In Unity, make sure you set up your model file (the one without animations) so the Rig and Avatar are set up properly. If you are using the Humanoid rig, make sure you are complying with Unity’s Humanoid rig/avatar guidelines. Otherwise, set it to Generic and set your Root Node to whatever your root joint is for your skeleton (i.e. hips for humanoid). Once that is set, set up your imported animation files’ rigs using the same Animation Type as your model file. For Avatar Definition, I always select “Copy From Other Avatar” and then set it as the Avatar from my model file. Then, just go into the animations section and make sure Import Animation is checked and set up any root motion that you may need. Unity should automatically associate the animation with your model and play it in the preview, but make sure to test it in your scene as well. Don’t forget to create an Animation Controller and set the animation states up with your new clips.