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Question by ChrisFF · Nov 01, 2012 at 02:14 PM · animationimportmax

Import only animation from Max

I have a rigged mesh in a max file which i use for a character and then each animation is stored in a seperate max file. It's important I keep the animations seperate from the character mesh because we have multiple characters which share the same skeleton and animations, so we only want to have each animation once not have each animation duplicated for each character.

At the moment I am importing each animation max file in full, duplicating the animation in the unity editor to get it on its own, then deleting the imported max file.

Is there a way to save some leg work and import ONLY the animation from the max file and not the mesh or materials so i can keep the prefab link for if the max file is updated?

Thanks!

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Answer by deltamish · Nov 01, 2012 at 02:50 PM

in 3ds max after animating delete the mesh and export as .fbx or create multiple animation in one .fbx file with ( mesh if it is a new character)and split it in unity

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Answer by Gabo_campitelli · Nov 01, 2012 at 03:58 PM

Have you try doing an export selected from max and save it as modelName@animationName? I use individual animations for my chars and do like that. The selected mesh would be the skined mesh only. So in the import into unity you get an empty prefab with only the animation of the skined mesh. As long as the animation comonents are compatible with the model you want to aply the animation to it should work. Btw just to be clear. When using modelname@animationname in the file name you don't need to manually split the animation in unity. I use it for example to have torso animated with out afecting the rest of the bones. Hope it helps.

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Answer by ChrisFF · Nov 07, 2012 at 12:52 PM

Thanks, I deleted the mesh from max then when importing it split the animation from frame 0 to the max frame which let me rename the animation without having to duplicate it (otherwise it would always be Take 001 for every animation).

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