Is possible to import a character without animations, then later import only the animations? (using .FBX format)
Yep.
If using Legacy (or Pre-Unity 4), or Generic (Unity 4) simply save your character by name, and then save his animations either in a single file (and specify the frame ranges for each animation in the Importer as Clips) or save animations in seperate files, with the naming convention of, i.e.:
myCharacter.FBX (Tpose file)
myCharacter@Run.FBX
myCharacter@Walk.FBX
myCharacter@OtherAnimations.FBX (lots of anims in one file to be cut into frame ranges)
The string after @ will be the name of the animation when it’s imported.
If you’re using Mecanim’s Humanoid rig then you don’t need the naming convention, but it helps to follow it anyway, and there’s some extra flexibility (most notably, different characters can share animations), though driving animation in-game is very different (better but it may be a question of taste/requirements).
Here’s a more detailed explanation from earlier:
http://forum.unity3d.com/threads/168089-Main-Character-Animation-workflow
right this is an old thread however I had this issue:
the
MyCharacter@AnimationName
system no longer works. What you have to do now is import all of the FBX’s, drag the “main one” (the one without the animations) on your scene, set the animations to Legacy to all of them (and also make sure the scale factor is the same everywhere) and drag the animations from the imported Fbx’s to your main one’s anim component