Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

FBX Import presets

Discussion in 'Editor & General Support' started by nli2_work, Apr 9, 2018.

  1. nli2_work

    nli2_work

    Joined:
    Jun 15, 2014
    Posts:
    5
    The new preset thing is great

    I ran into one problem with the preset overwriting all imported animations to the same animation clip name. It's a deal breaker if all imported animations get their clip names over writen in the process of applying the same animation mask and other settings... I either go back through all the imported animations one by one to rename the animation clips and reset their start/end frames... or I go through one by one to set animation masks and what not. Not really possible when dealing with thousands of dialogue clips.

    is there some way to skip some settings, like animation clip name, when applying presets?
     
    Last edited: Apr 9, 2018
    Fangh and Figo_Hunter like this.
  2. nicoplv-auto

    nicoplv-auto

    Joined:
    May 28, 2013
    Posts:
    12
    Hello nli2_work, did you find a solution at this problem?
    Thank in advance for the reply :)

    Edit: I found a solution finally for the animations, on the preset just uncheck import animation and after apply your preset go on animation tab an check import animation
     
    Last edited: Nov 30, 2018
  3. PigletPants

    PigletPants

    Joined:
    Sep 19, 2019
    Posts:
    23
    Necroing old thread because I have another issue with animations and the FBX importer presets.

    It seems that if I have configured all animations and save a preset, and then create another fbx file in Blender with an additional new animation and I apply the preset to reconfigure all the old animations the new animation suddenly disappears, which is pretty much making use of the preset pointless, unless I use an additional separate fbx file for the new animation, which starts getting the project messy.

    It actually looks like this kind of functionality could be useful for people that want to have a subset of the animations stripped out by the preset, but in its current state it doesn't seem very useful since its just a snapshot of the anim files when the preset was made and that cannot be modified in any way.

    p.s. the above suggested workaround to the OPs problem has no effect on this.
     
  4. Apple1234556789

    Apple1234556789

    Joined:
    Sep 30, 2021
    Posts:
    2
    Currently having an issue where my FBXImporter isnt actually applying to all incoming fbxs, what are the requirements for a fbx to take in a fbximporter preset?
     
  5. Fangh

    Fangh

    Joined:
    Apr 19, 2013
    Posts:
    248
    This problem still exists in 2022
     
  6. Fangh

    Fangh

    Joined:
    Apr 19, 2013
    Posts:
    248
    You can exclude a property. But you cannot exclude a property inside Animation : upload_2022-9-28_16-56-4.png
     
  7. Fangh

    Fangh

    Joined:
    Apr 19, 2013
    Posts:
    248
    You can then change the excluded properties by yourself directly by opening the preset with a code editor : upload_2022-9-28_16-58-16.png
     
  8. Fangh

    Fangh

    Joined:
    Apr 19, 2013
    Posts:
    248
    I expected that lastFrame value would be the lastFrame of the animation (like when you import with the default importer preset). But no. if you put lastFrame in Excluded, its value = 0
    T_T