On importing an .fbx w/animated character, Blender should separate the individual character animations into matching actions.
Currently, importing a rigged, animated character with multiple animations (eg. walking, jumping, waving) into Blender from an .fbx results in a single action with all the animations concatenated together.
This makes it difficult to, for example, take a standard character mesh offered by Unity and then to identify/find and then examine individual animations for best practices (or, really, any animation research).
Here is an example asset offered by Unity (only in .fbx format): blenderartists.org/uploads/short-url/4PMyoeM2yB09JsA1vvHX2lcVXgM.fbx
If you import this into Blender, you will find that the individual animations are now presented in a single contiguous string of motions (as opposed to being separated into individual animation actions).
On importing the same .fbx into Unity, the program is able to automatically parse and separate the individual animations for editing and use in the project.
It would be lovely if the .fbx animation import process in Blender could reflect the corresponding workflow in Unity.
3 Comments
This is listed as a known limitation in the docs just so you know. The issue is that FBX is not a priority at the moment vs. USD and because it is closed source (FBX) isn't well documented and any feature has to be reverse engineered to work. I have spent some time trying to find a developer to work on it and I haven't had much luck. The best option right now is a post import script that does the action assignment after import.
unless it does not.
This file does not have animation divided into action clips.
On a file that has only one take/clip then no it wouldn't, he is saying if there are many actions in one FBX that unity will deal with it correctly, unless I don't understand what you are saying in your post.