Updating Animations Without Having to Re-Export/Import Assets

I’m programming a 3D game, and I’m currently working on animating my character model in Blender. However, each time I make a tweak to the animations in Blender, it seems that I have to re-export my model and rig to an .fbx, delete the old version and drag the new version into my Unity folder, then reset all of the individual settings for each motion clip (such as speed and looping) and then reassign all of the motion fields within the Animator.

The whole process is very tedious and repetitive. Is there no way to set things up so that when I make a change to the Blender file (such as adding a new action or changing an existing action), it updates the Unity file by changing ONLY what was changed and leaving the rest, or at least some of the rest of the file unchanged to avoid having to reassign everything?

Or perhaps there’s a way to simply replace the file instead of deleting it and putting in a new one so that at least the associations would not be broken, in which case I wouldn’t have to reassign all of the clips to their respective animation states within the animator?

Hi.

I know this post is 4 years old, but did you find a solution? I have the same problem…
Thank you.

Since @Deejo57 asked, I believe the solution is one of the following methods:

  1. Save the .blend file within the Assets folder, and make your changes to that file in Blender. Unity should be able to import your .blend file without any exporting necessary.
  2. Overwrite the old .fbx file with the new one. Because the .meta files that that contain import settings are created when Unity imports a new asset dont know whether the file is the same file it was created for or not, it shouldn’t create a new one when you overwrite it. These are the files that cointain the import settings, such as model scale, so they should carry over when you overwrite the old file provided that the name and location are the same.