Importing Animations with the @ Animation Naming Scheme

I’ve been getting mixed results getting the animation component to automatically assign animations using the @ animation scheme. Sometimes it works - sometimes it just doesn’t! Here’s my workflow maybe someone can spot what I’m doing wrong:

Outside of Unity:

  • create the main .fbx file named character.fbx. This contains the skeleton & mesh.
  • create the separate animation files following character@animation.fbx format. These contain only the skeleton.

In Unity:

  • drag in the main character.fbx file 1st
  • drag in the animations files
  • drag character.fbx into the scene
  • animation component is filled (or not!)

Maybe there is a way to force unity to rebuild the component?

THANKS

Sure, Unity searches for animations when you import the main character. When you add new animations you have to reimport the main character after you’ve added all your animations.

One other thing to keep in mind is the Root of your object. If you have a character that is imported as the mesh and the root is your skeleton, the animations will play. However, if you have a different hierarchy other than the skeleton as your root item such as if your skeleton was the child of a locator (like a master move control), then you’ll need to change the Animation from “Store in Root” to “Store in Nodes.” This is found in the FBX import options under Animation. ,One other thing to keep in mind is the Root of your object. If you have a character that is imported as the mesh and the root is your skeleton, the animations will play. However, if you have a different hierarchy other than the skeleton as your root item such as if your skeleton was the child of a locator (like a master move control), then you’ll need to change the Animation from “Store in Root” to “Store in Nodes.” This is found in the FBX import options under Animation.