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Question by brianheagney · Nov 21, 2013 at 07:05 PM · bipedcharacter animation

Once I import biped to Unity from Max (as a .fbx) and split animations...what next?

  1. I first animated a skinned Biped in 3ds Max. I created an idle, a walk, a run, and a jump, all in the same model.

  2. I exported as a .fbx, baked animations.

  3. Brought into Unity

  4. I split up the animations, and played them in the preview window and they all look good.

  5. Now what?

I don't necessarily need a full answer, I've just been looking for days for any sort of tutorial or explanation that goes beyond the splitting of the animation part. At one time, I had a project that worked, where I added some simple javascripts to the biped somehow. I also believe that I changed the Input preferences maybe?

The problem is, I used the Goober example to figure it out probably over a year ago, and now I can't seem to find that example (I've found only dead links), but also, it looks like the entire animation concept changed...so all the discussion is on the Mecanim and not biped animations from Max.

Any thoughts on what to do after splitting the animation?

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Answer by AeonIxion · Nov 21, 2013 at 09:39 PM

You should have a few animation clips after splitting. Drag the model into Unity and add an Animation component to it. Then drag all the animations of your model onto the Animation component. At t$$anonymous$$s point you're ready to use your animations. You can drag an animation on the 'animation' field of the Animation component and check 'play automatically' to see how it looks. What you do next is up to you. You can make your own script or use an existing one(like the t$$anonymous$$rd person controller w$$anonymous$$ch you can import).

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