Workflow for animation

So I’m gettig my feet wet in animating a mesh in Unity 3. I’m runnin into some workflow issues when I decide to update the animations on a mesh.

I’m importing a FBX model from Max and I can’t get Unity to see the additional animation frames added in max.

I’ve tried to reimport, but the new frames (I’ve changed the length of the animation) don’t appear to be animated.

The other frames from the original fbx file work as expected, its adapting to changes in the model’s animation that’s throwing me.

Any help appreciated!

  • Red.
  1. make sure you’re importing them into the correct file version of your latest backup that you’re actually using in Unity. (sounds dumb, but I do dumb stuff, and it’s the easiest fix)

  2. delete your old Prefab and make a new one from your new .fbx file. Or, rather, make a new prefab (so you can copy and paste the old info that you need from your old prefeb) then delete your old prefab, or keep it, but make a brand new prefab from your new .fbx import. Sometimes, for some reason, a new .fbx might not always automatically update all the old info.

Check these things and post back.

Ok, that might be my problem… I created the prefab by using the “Import New Asset” menu item. Does that retain the original location?

P.S. If I’m being obtuse and there’s a ‘primer’ style document I need to backup and read just point away :slight_smile: