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Question by snuffysam · Sep 22, 2017 at 04:45 AM · animationfbx

FBX importing split animations with @ naming convention not working.

In my game, I have a rigged character with multiple animations. In the past, I've used the method that involves combining all the animations into one FBX file when exporting, and splitting the animations by frame manually on import. This worked fine, but it was inconvenient if I ever needed to add new keyframes to my animations, or add a new animation to my character entirely.

Recently, I came across this page in the Unity manual. It claims that animations can be imported using multiple FBX files, using the "@" naming convention. These are the steps I followed to attempt to implement this method.

  1. I created a T-Posing FBX file called "archer.fbx", with no keyframe animation.

  2. I created an idle animation and exported it as "archer@idle.fbx".

  3. I dragged both into the same folder in my Unity assets.

  4. I clicked Reimport on the "archer" model.

Yet... there's no animation. If I click the "archer@idle" file, I see the idle animation in the inspector, but there is no such animation in the inspector for the "archer" file.

I have tried dragging both FBX files in at the same time, and dragging in the base model first (followed by the animation). Neither worked.

I should also mention that each file has a "poseLib" action in the inspector, with a frame for each pose in my file's pose library. Could this be causing the problem? I'd rather not delete my pose libraries every time I export, but if it's the only way...

The only answers I've found for this issue are from 2013, and they all say to backdate the Unity editor. Did Unity just drop support for this feature?

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karmington

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avatar image hexagonius · Sep 22, 2017 at 08:25 AM 0
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I read the documentation and you basically did as described. You should file a bug report

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Answer by KarlKarl2000 · Feb 02, 2018 at 11:50 PM

@ snuffysam

I was trying to figure this out myself recently. But my situation is a bit more simple.. I didn't need to import a rigged character, just a game object with multiple rotation animations on it. (Door opening and closing)

I read on some other thread about just deleting the extra FBX files and keeping the animation clips.

I figured I'd put up what I did. It isn't tested with an actual rigged character so I can't guarantee it will work in your case.

Hope it gives you some leads at least? sharin' is carin'

[1]: /storage/temp/110591-importmultipleanimationstoonegameobject.jpg


importmultipleanimationstoonegameobject.jpg (340.7 kB)
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