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Using @animname system in Unity

Discussion in 'Animation' started by davidnibi, Jan 15, 2020.

  1. davidnibi

    davidnibi

    Joined:
    Dec 19, 2012
    Posts:
    426
    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.
     
  2. davidnibi

    davidnibi

    Joined:
    Dec 19, 2012
    Posts:
    426
    OK, for some reason I went back to this and figured it out :p

    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. :)