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Animations from Max to Unity...
So I've figured out how to export animations with charactername@animationname.fbx, and I've got them working really nicely. From what I can tell though, all the .fbx animations I export also contain all the character's meshes. How do I export -only- the animation with no unnecessary extras?
Answer by Nemox · Jan 01, 2014 at 05:39 PM
I believe I've figured it out. When exporting from 3DS Max there's an option to export only the selected objects. I think this is proper, but if anyone knows any more elegant methods I'd be glad to hear them.
Answer by HappyMoo · Jan 01, 2014 at 04:33 PM
What a lot of people are doing is have all animations on the same timeline, then split the animations at import by frame number. If you end up changing animation lengths a lot, you can leave empty frames between the animations, so if you change one animation, you only need to modify this animation on import and not all.
Unfortunately because of the formats I'm importing them into $$anonymous$$ax with, I can't reliably get them all into the same timeline. It distorts them all horribly. I need to rely on this other method of exporting them all separately. The only issue is that it exports everything else with them.
There are the only two possibilities for now. For some more ideas how to put your animations in one timeline, check this thread: http://forum.unity3d.com/threads/88388-3DS-$$anonymous$$ax-Export-$$anonymous$$ultiple-Animations-in-Single-FBX
So you're saying that if I want to export my 138 animations separately, I'll have to import my 20k+ polygon character model 138 times?
I'm saying, that these are the tools unity provides... however... the community may have more... how about this? http://forum.unity3d.com/threads/155595-3ds-max-Animation-auto-Splitter-plugin-%28auto-split-animations-in-unity%29