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Extract 1 animation from an FBX

Discussion in 'Editor & General Support' started by dbonejones, Jan 2, 2013.

  1. dbonejones

    dbonejones

    Joined:
    Nov 17, 2012
    Posts:
    1
    Hello,

    Recently I got a bunch of animations to use in Unity with the great Mecanim re-targeting system. My problem is the files are large FBX's and I'd like to extract only the animations that I want to use so that I can send Animator Controller files and individual animations to the programmer for linking the variables etc. without having to send the large FBX.

    Any ideas? I would really appreciate some help on this one.:confused:
     
  2. mirek_mazur

    mirek_mazur

    Joined:
    Nov 6, 2012
    Posts:
    1
    Hi dbonejones

    First at all ,prepare your animation in FBX file as you wish (for eg. select LooP Time,Loop Pose ,Root Transform Position and so on) because after extracting there is no "Aapplay" button
    Select animation inside FBX file and Ctrl-D. Animation will appear oudside .FBX file as .anim file.
    That's it:)
     
    KSF, nslindtner, hopetolive and 26 others like this.
  3. rich3388

    rich3388

    Joined:
    Apr 27, 2014
    Posts:
    1
    OMG, I am an Unity noob, I was about to go bald, my desk is filled with hair trying to figure out how to do this in the past two days. The more search I did, the more confused and puzzled I was. Until I stumbled on this post. It never occurred to me that a simple duplicate will do the trick. Thanks mirek_mazur :)
     
    FlyingSquirrels likes this.
  4. Donald Canard

    Donald Canard

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    Apr 10, 2013
    Posts:
    2
    You rock! Thank you
     
  5. simtoon101

    simtoon101

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    Jan 4, 2016
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    Thanks
     
  6. mhmadhani

    mhmadhani

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    Dec 11, 2015
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    1
  7. ZenMicro

    ZenMicro

    Joined:
    Aug 9, 2015
    Posts:
    206
    That is a cool little trick.. Can you not right click and save as/ export/extract/animation? seems a little odd to only have it as a keyboard shortcut don't you think?

    Is it possible to do the same for mesh components within an FBX as well? nope.. just tried and it duplicates the entire thing - doh!

    EDIT: I have SKELE, and was able to export a specific mesh out of the .fbx as .dae thankfully :)
     
    Last edited: Mar 9, 2016
  8. vladk

    vladk

    Joined:
    Jul 10, 2008
    Posts:
    165
    It doesn't work. No mater how many times I press Ctrl+D on a animation part of an fbx it doesn't create any separate files :(

    UPD: managed to make it work - looks like Unity don't like the "|" character in animation name that blender pastes into all animation names for some reason :(
     
    Last edited: Jan 14, 2017
  9. MaximilianPs

    MaximilianPs

    Joined:
    Nov 7, 2011
    Posts:
    210
    watch out, if you delete the fbx the animation file will stop to working... at least for me :oops:
     
  10. AlienJr

    AlienJr

    Joined:
    Oct 22, 2017
    Posts:
    2
    Hey guys! So something that's been bugging me for quite some time now with Mecanim's .fbx export, is that the animation will export bullet physics, and armature animation, but it neglects to incorporate any facial blender shape keys, versus exporting a model from blender (with an imported animation) and having facial shape keys working, but no bullet physics, and risks of the armature not moving as intended, (legs twisting and clipping through the ground) very frustrating. Is there a workaround to resolve this? I was thinking of the idea to export (duplicate as explained in this post) the Mecanim's fbx animation, and the animation from a blender export, then somehow merge the two together in Unity's Animation tab (with some tweaking between the two animations) to get the desired result, but I'm unsure if you can copy the desired animation frames from either of the two animations, and paste them into either/or into another new animation, and still have it work with the intended .fbx model. Any ideas? It would be most appreciated!:p
     
  11. beatsaway

    beatsaway

    Joined:
    Oct 8, 2017
    Posts:
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    this does not work in 2018feb
     
  12. Akigawa

    Akigawa

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    May 2, 2014
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    Why does this not work recently? I really want to use it.
     
  13. magic92

    magic92

    Joined:
    Feb 8, 2016
    Posts:
    2
    If your animation named, for example - Spider_Armature|Jump (with symbol "|"), you must rename it without this symbol/ For example, Spider_Armature_Jump. So, Ctr+D will create animation out of fbx model
     
  14. Nidhoggg

    Nidhoggg

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    Apr 5, 2018
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  15. tarnumius

    tarnumius

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    Feb 16, 2018
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    Thank you!
     
  16. Icaro-DLima

    Icaro-DLima

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    Aug 6, 2019
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    Thank youu!!!
     
  17. Leohd

    Leohd

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    Feb 7, 2017
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    Now how do I put the animation clip under a new .fbx?
     
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