I’ve just started to shift my workflow to exporting animations with the @clipname style. I’m loving it so far but I was wondering, does exporting that way impact on filesize?
Because in the end I’ve ended up with a lot of fbx files of my character in the project?
Hey Pete - someone just recently posted about this. The premise was - he was doing the same thing and the results were considerable.
Pre-splitting animations and importing the [@]clips was smaller in engine and (I think) reduced the build size. I was surprised enough by his findings to put this on my to-do list to run a test in the future.
I was surprised because I would have guessed the impact to be reversed!
Ahh thanks! I hadn’t really found much on a search but I’ll have another look.
Well that’s great to know, because I’m loving using it but it had been making me a bit concerned that I might be making the end product huge and bloated
The positives for using it are that if I export the clip from Houdini I don’t have to export the full animation range so it’s really quick to adjust animations. Also if the time range changes, that updates in Unity.
I feel like it could get some love from the unity devs though. Maybe if it just showed as an animation in the project window (rather than the whole hierarchy). Also it would be nice if it just automatically got its setup parameters from the object it’s referring to before the @ symbol.
You only have to do that once though so it’s not too bad.