Just wondering is it okay to export fbx animations to Unity in multiple files? Say if you have a whole bunch of model@anim.fbx files, is that going to create a big overhead?
Do people do that or is it better to put all of your clips into a single fbx file?
Yes if you are using the humanoid rig setup. You can also do it with generic as well - but I’ve not done that process so - can’t say if it works flawlessly. For legacy - idk.
If using mecanim you will essentially be ‘retargeting’ animations onto your character rig within Unity, even though the animations are created on the same exact rig.
To my knowledge - clips mean something a little different depending upon which 3D package you are coming from. From 3D Max this is essentially exporting a range of keyframes - which creates a ‘clip’ but I think this ‘clip’ definition in the documentation is referring to a Maya or Motion Builder term, where a range of keyframes can be defined as a ‘clip’ of animation and still be part of the entire fbx export. This is not a workflow/process available in 3D Max - don’t know about blender.
If you look back thru Kubold’s post history - we had a discussion about this -
Does anyone have any pointers or tutorials for this? The Unity ‘help’ is typically limited to a few lines and a picture.
I’m having trouble with Biped on a single model in Max, every other mesh has worked, this one is a complete mess when importing motion capture (six hours spent trying to sort it - I now have to try something else).
I understand the theory, I just can’t get any sense out of it.