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Question by broken · Apr 03, 2013 at 06:15 AM · animationprefabsfbx

Multiple FBX Animations

Hi!

I have several animations in 3d max (e.g. idle, walk, run etc.) and several models (human, monster etc.) that will play these animations.

How to make one animation package (fbx) which can then be applied to different models in Unity without duplication of data?

At the moment I export animations for each character. In Unity3d created prefabs:

  • human (animation type Humanoid, avatar Create From This Model)

  • human@idle (animation type Humanoid, avatar Copy From Other Avatar)

  • human@walk (animation type Humanoid, avatar Copy From Other Avatar)

  • human@run (animation type Humanoid, avatar Copy From Other Avatar)

  • monster (animation type Humanoid, avatar Create From This Model)

  • monster@idle (animation type Humanoid, avatar Copy From Other Avatar)

  • monster@walk (animation type Humanoid, avatar Copy From Other Avatar)

  • monster@run (animation type Humanoid, avatar Copy From Other Avatar)

But animation prefabs contain mesh objects other than the animation model that increases the size of prefab and essentially duplicates the basic model: human@idle, human@walk, human@run prefabs contains and duplicate mesh objects from human prefab.

It's not good for the case when a lot of models and animations. And if they should be loaded from the server will be duplicated many objects loaded objects and the size will be large.

Thanks!

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Answer by broken · Apr 04, 2013 at 10:50 AM

Looked at the source code of the project Mecanim Tutorial. There is one model of Dude. There are a set of animations Runs, Idles, Jump, etc. All animations contain the same model (meshes), which increases the size of the objects. Next, they have a model without animations - Robot. And Mekanim makes retargeting animations on the model of the robot controller. Is there any way that does not combine objects of default models with clips of animations?

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