I have a scene in MotionBuilder and in it a character with control rig and a take applied to it. I would like to export only the animation data to use with Mecanim. When I save as .fbx what should I check as minimum so that the file has only animation data and what’s necessary to import it into Unity?
After more testing I found that the absolute minimum to get you animations into Unity is to check following:
Bones: Element
Bones: Animation
Models: Element
It seams it is by design that Unity will take animation from asset of type model so if you don;t include your model Unity says “No animation data available in this model”
Is that correct?
That’s not what I wanted which is to import a standalone clip asset but that seams impossible?
I usually just import the whole model with the animation on it from mobu. I then set up the rig in mecanim real quick. Then if you open the hierarchy in unity you can duplicate just the animation and drag it out. Then delete the model and character.
Export the animation from the davinci icon area. There are 2 main options one of which will give you just the animation and a ref without all the other stuff.
I have only one problem with this. When I use an animation after another, the second animation starts where the first one started. Root motions, is it called? How to apply them?
If I export only the Motion File, the second animation starts where the previous finished (this is what I want), but there is no Blendshape Animations (used for face expressions).