Using @animname system in Unity

I’ve been spending a bit of time in Mocap, transferring from Max to Unity, and most of the time it works - but the current mocap on a current character I’m working on has me wanting to change the whole way I export to this elusive @animname file system which looks a lot easier than the way I’m doing it (I’m exporting the whole animation set as a single fbx).

Does anyone understand how this works - I can find little on it, and there’s proof it works, but I can’t get it there.

OK, for some reason I went back to this and figured it out :stuck_out_tongue:

FYI
Export mesh and bones as your base mesh
Export animations with bones and mesh, and name it your base meshes name followed by @animName
So in my case
zombieAidleA.fbx

Drag the fbx in the Unity inspector into the animation controller to use.

No sure if you NEED to export both mesh and bones, but I’ll see. :slight_smile: