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How do I import new animations, without having to reconfigure my player gameobject?

Discussion in 'Editor & General Support' started by voltage, Apr 7, 2015.

  1. voltage

    voltage

    Joined:
    Nov 11, 2011
    Posts:
    515
    Title says all and I know it's lengthy. Here's the synopsis;

    I've made a player model in Blender and he comes with about 5 animations as of right now. I'm continually creating new animations as I go, because I want to test them out and update them accordingly. Every time I want to import an updated animation or a brand new one, I have to delete my player object, pull in a new one, re-apply the scripts/components. It's a hassle. Isn't there an easier way?
     
  2. Moosetaco

    Moosetaco

    Joined:
    Jan 27, 2013
    Posts:
    77
    I'm doing the same as you, re-import each time, and I thought at one time it worked this way. Found this conversation though, maybe it'll help.

    http://forum.unity3d.com/threads/model-doesnt-change-after-reimport.37623/

    relevant to your question
    Update: The above method did work fine. I created a new animation in Blender, exported to the previous exported file within the Unity project, clicked the + in the inspector and the animation was there
     
    Last edited: Apr 10, 2015
  3. voltage

    voltage

    Joined:
    Nov 11, 2011
    Posts:
    515
    Thanks coldja. It's taking getting used to. There's still a lot to account for considering the NLA editor and dopesheet, but it works.