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What's The Best Way To Include AnimationClip In AssetBundle?

Discussion in 'Animation' started by xakzhong, May 6, 2016.

  1. xakzhong

    xakzhong

    Joined:
    Sep 25, 2014
    Posts:
    12
    In order to re-use the animationclip and for some other purpose, we put every single animtionclip in separate fbx files.(eg. monster@run.fbx,monster@stand.fbx).When we build the fbx files into assetbundle,it seems not only include animationclip.(we tried a lot different import setting,like not create avatar、optimize game
    objects(hide transforms,but the assetbundle file's size is always bigger than just build from a .anim file).So is there anyway to just include the animationclip from fbx into assetbundle? Or need to copy the animationclip(Crtl+D) to a .anim file and then build it to an assetbundle?(in that way we will lost the controll to change setting with it).