I appologize if the name is a obtrusive or this is in the wrong section.
So im working on animations. I have a character with “lots” of animations (he will have several 1000 keyframes worth when hes all done), the animations are split into sections each section in its own .fbx file. Sections are like bow animations, sword animations, etc. So in unity i can combine these seperate animations into a single game object by changing the name of the section in the project window to have a @animation_set at the end. I can also split the animations in one section or .fbx file (using the split animations window). Whew. So here is the problem: when i do the above method the keyframes get overlapped. if in one .fbx file i have “sword attack” animation at keyframes 50-70, and in the second (@animation) .fbx file i have “bow shoot” animation at frames 50-70. The bow shoot animation doesnt get played because it is overlapping (i assume) with the first .fbx files animations.
One possible solution to this i can see would be to space out animations in secondary files to contain keyframes from first file. Example: 1st .fbx contains anims keyframes 0-300, 2nd .fbx would have keyframes 301-400, ect. Currently the keyframes in each .fbx file start at 0. The problem is if i do this why dont i just combine all .fbx files together and make life easier on myself. Size of the file could be an issue…???
So any help from the community would be much appreciated. Thanks.
Solved it:
Had to add the split animations from secondary .fbx files to the animations list in the animation component of the character game object.