Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Ipsquiggle · Jun 19, 2012 at 03:32 AM · prefabworkflow

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:

  1. I model and rig a mesh, and give it one animation.

  2. Export the FBX and import it into Unity.

  3. Modify the Import Settings to specify the animation name and frames.

  4. Now this is where it gets weird

  5. Drag the animated mesh into the scene.

  6. Drag my character script onto the mesh.

  7. Create a new prefab; drag the character into the prefab to save it.

  8. And where the chaos begins!!

  9. Add another animation to the model.

  10. Re-import the model into Unity.

  11. Modify the Import Settings to specify the name and frames of the new animation.

  12. But what's this? My prefab doesn't have the new animation!!

  13. 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?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Can I change a prefab without changing the scene? 3 Answers

Can the "Apply" to prefab button be disabled? 1 Answer

How can I make prefabs that don't break when models change? 1 Answer

Reusing tilemap segments 0 Answers

Getting Prefab Icon from AssetDatabase 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges