In optimized mode skinned mesh matrix extraction is also multithreaded. Discontinued Unity plugin used for importing and exporting 3D objects in the FBX format from Unity to Autodesk Maya and 3DS Max. You should turn it on for the final product. This option improves the performance of the animated characters. In particular, this round-trip workflow enables you to export Unity Scenes to FBX files, import them into Autodesk® Maya®, Autodesk® Maya LT, or Autodesk® 3ds Max. The SkinnedMeshRenderers of the character will then directly use the Mecanim internal skeleton. The Unity FBX Exporter package makes it easy to send geometry and animation to any application that supports the FBX format and send them back to Unity with minimal effort. When turned on, the game object transform hierarchy of the imported character will be removed and stored in the Avatar and Animator component. Point to an Avatar config set up on another model. After choosing you will then need to identify a bone in the drop down to use as theĬhoose legacy if you wish to use the legacy animation system and import and use animations as with 3.x Property: a quadruped, or any animatable entity that you wish to use with Mecanim choose Generic. If you have a non humanoid character e.g.
An Avatar will be created to best match the bone hierarchy - see Avatar Creation and Setup or you can pick an alternative avatar Definition that has already been set up. If you have a humanoid character (ie, two legs, two arms and a head) then choose Humanoid and ‘Create from this model’. The Rig tab allows you to assign or create an avatar definition to your imported skinned model so that you can animate it - see Asset Preparation and Import