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Good workflow for updating animated meshes
So it seems to me that the "standard" workflow for animated meshes in Unity is incredibly awkward. Being as almost everything else has such a smooth workflow, it makes me think I'm doing it wrong. Here's what's going on:
- I model and rig a mesh, and give it one animation. 
- Export the FBX and import it into Unity. 
- Modify the Import Settings to specify the animation name and frames. 
- Now this is where it gets weird 
- Drag the animated mesh into the scene. 
- Drag my character script onto the mesh. 
- Create a new prefab; drag the character into the prefab to save it. 
- And where the chaos begins!! 
- Add another animation to the model. 
- Re-import the model into Unity. 
- Modify the Import Settings to specify the name and frames of the new animation. 
- But what's this? My prefab doesn't have the new animation!! 
- So I delete the prefab and go back to step 5. 
So what I usually end up doing is creating an "AttachMesh" script that loads the mesh at runtime (so it always has the "latest" version). But the problem with this is that I can't see the mesh in the editor!!
So What I'm Wondering Is
What is the correct workflow for putting an animated mesh in a prefab?
What is the correct workflow for updating an animated mesh that's already used by prefabs in your project?
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                