Version: 2018.3 (switch to 2019.1 )
Importing humanoid animations
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Importing Models

Model files can contain a variety of data, such as character and terrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
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Meshes, Animation Rigs and Clips, as well as Materials and Textures. Most likely, your file does not contain all of these elements at once, but you can follow any portion of the workflow that you need to:

  1. Select the file in the Project view to see the Import Settings window
  2. Set any Model-specific or general importer options
  3. Set up options for importing Rigs and Animation (not available for SpeedTree Models)
  4. Dealing with Materials and Textures
  5. Drag the file into Unity

Note: This workflow assumes you already have a Model file to import. If you don’t have a file already, you can read the guidelines on how to export an FBX file before exporting it from your 3D modeling software. For guidelines on how to export Humanoid animation from your 3D modeling software, see Humanoid Asset preparation.

Accessing the Import Settings window

No matter what kind of data you want to extract from the Model fileA file containing a 3D data, which may include definitions for meshes, bones, animation, materials and textures. More info
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, you always start the same way:

  1. Open the ProjectIn Unity, you use a Project to design and develop a game. A Project stores all of the files that are related to a game, such as the Asset and Scene files. More info
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    window and the InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
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    so that you can see both at once.

  2. Select the ModelA 3D model representation of an object, such as a character, a building, or a piece of furniture. More info
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    file you want to import from the AssetAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
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    folder in the Project window.

    The Import Settings window opens in the Inspector showing the Model tab by default.

Setting Model-specific and general importer options

The options that are available for SpeedTree Models vs. other Models are very different. For example, the SpeedTree Model tab provides options mostly for setting up transitions between LODA system for building multiplayer capabilities for Unity games. It is built on top of the lower level transport real-time communication layer, and handles many of the common tasks that are required for multiplayer games. More info
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Character and animated Models provide more diverse options on their Model tab, which allow you to:

  • Use the Scale Factor and Convert Units properties to adjust how Unity interprets units. For example, 3ds Max uses 1 unit to represent 10 centimeters, whereas Unity uses 1 unit to represent 1 meter.
  • Use the Mesh Compression, Read/Write Enabled, Optimize Mesh, Keep Quads, Index Format, or Weld Vertices properties to reduce resources and save memory.
  • You can enable the Import BlendShapes option if the Model file came from Maya or 3ds Max, or any other 3d modeling application that supports morph target animation.
  • You can enable the Generate Colliders option for environment geometry.
  • You can enable specific FBX settings, such as Import Visibility, or Import Cameras and Import Lights.
  • For Model files that contain only Animation, you can enable the Preserve Hierarchy option to prevent hierarchy mismatch in your skeleton.
  • You can set the Swap UVs and Generate Lightmap UVs if you are using a LightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
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  • You can exercise control over how Unity handles the Normals and Tangents in your Model with the NormalsThe direction perpendicular to the surface of a mesh, represented by a Vector. Unity uses normals to determine object orientation and apply shading. More info
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    , Normals Mode, TangentsOne of two handles that controls the shape of the animation curve before and after a key. Tangents appear when a key is selected in the Curves view, or when a key is selected in the Curve Editor.
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    , or Smoothing Angle options.

Setting options for importing Rigs and Animation

If your file contains Animation data, you can follow the guidelines for setting up the Rig using the Rig tab and then extracting or defining Animation ClipsAnimation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. More info
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using the Animation tab. The workflow differs between Humanoid and Generic (non-Humanoid) animation types because Unity needs the Humanoid’s bone structure to be very specific, but only needs to know which bone is the root nodeA transform in an animation hierarchy that allows Unity to establish consistency between Animation clips for a generic model. It also enables Unity to properly blend between Animations that have not been authored “in place” (that is, where the whole Model moves its world position while animating). More info
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for the Generic type:

Note: SpeedTree Models have neither a Rig nor an Animation tab.

Dealing with Materials and Textures

If your file contains MaterialAn asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. The available options for a Material depend on which Shader the Material is using. More info
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or TextureAn image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail. More info
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, you can define how you want to deal with them:

  1. Click the Materials tab in the Import Settings window.
  2. Enable the Import Materials option. Several options appear in the Materials tab, including the Location option, whose value determines what the other options are.
  3. Choose the Use Embedded Materials option to keep the imported Materials inside the imported Asset.
  4. When you have finished setting the options, click the Apply button at the bottom of the Import Settings window to save them or click the Revert button to cancel.

Drag the file into Unity

Finally, you can import the file into your scene:

  • If it contains a MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
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    , drag the file into the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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    view to instantiate it as a PrefabAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info
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    for a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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  • If it contains Animation Clips, you can drag the file into the Animator window to use in the State Machine or onto an Animation track on the Timeline window. You can also drag the Animation take directly onto an instantiated Prefab in the Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
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    . This automatically creates an Animation Controller and connects the animation to the Model.