Looking at tutorials, I see multiple imported files of the same model for each individual animation. Is this the proper way to import animations for Mecanim?
Also, if anyone already has a link, can you send me a tutorial on setting up a rig to be Mecanim-ready? I shall continue my search for that though.
Try out this tutorial. For importing animations you’re fine the way your doing it. Each file should have an animation clip which you can use… The how depends on if your using mecanim, generic, etc…
The other option is to have all you animations in a single maya, blender, etc scene file. When you important that file you’ll be able to split the animation up on the imported fbx by enter start/end frames numbers.
There are probably other options but those are the two I’ve used in the past.
I’ve been using generic but I’m trying to migrate over to Mecanim before the animations are finalized. Hard coding a bunch of animation transitions is becoming a convoluted mess. Mecanim seems to fix the transition issue as well as being able to do something in 15 minutes that can take me an hour to code. haha
Anyway, so you can use Mecanim by importing a file for each animation as well as a singular file and then splitting the animations?
I plan on testing the waters anyway. So my main question probably would have been solved through simple trial and error. lol I feel like the more important question for me to ask was how to rig and set up animations to import for Mecanim. The link theANIMATOR2b provided put me on a good leg.
In the end once you map the character once, Unity saves that in an avatar file. You can apply that same mapping to all your other animations simply by selecting them, go to rig and apply that avatar files. Probably covered in what theANIMATOR2b posted.
Once you go through the motions a few times you’ll find the workflow you like best.