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Question by Paparakas · Sep 08, 2013 at 10:44 AM · animationanimationsrig

Why doesn't unity import animations unless it's unattached or rigged?

It all started when I tried importing a model into unity, and it didn't have its animations. Tried exporting it as fbx and changing a few settings, no dice. After a long time of searching and experimenting, it turns out that the problem goes away if I leave the different parts of the model unattached. As soon as I attach them and export them into unity, they lose their animation. The only exception is if they're rigged. Although even if they're rigged, you need to assign weight to all vertices otherwise unity will do it for you ergo messing up your animation.

So my question is, why does it do this? Is this only happening to me? I tried putting on legacy mode and everything but it's the same thing every time. This is my model in case it matters.

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avatar image meat5000 ♦ · Sep 08, 2013 at 10:45 AM 0
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You pretty much need a rig. Apply weights in your 3D modelling software. Envelope weights is a good one, its quick to set up and straightforward. Faster than weight painting!

If you have no rig essentially what you have is a prodecurally animated mesh, which is cpu intensive.

avatar image Paparakas · Sep 08, 2013 at 12:02 PM 0
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That makes sense. I guess the only reason I asked was because in my $$anonymous$$d, before I took a 6 month break from unity, I used to be able to import animations without rigs, but that's probably because they were unattached. Thank you very much for your answer!

avatar image meat5000 ♦ · Sep 08, 2013 at 12:43 PM 0
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Just took a look at the model. You can achieve 'animation' in that by separating out the parts as separate gameObjects and rotating/translating them in Local space. This will be fiddly!!! But it will be very slight on the cpu.

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