I have a .blend with a character (single mesh) and an armature applied to it via a modifier. Also, I have created 3 separate actions (in different keyframe regions - e.g actionOne: frames 1-10, actionTwo: frames 15-20, etc)
When I export to FBX and import into Unity, 26 copies of each action get imported, instead of just one. I don't know if this is relevant or not, but my armature has 25 bones. Any idea why this is happening?
I could just ignore them, but it seems as though the armature object in the FBX picks up one action of each kind in its Animation component randomly, and it looks like some of the duplicates are just placeholders, containing no animation, so the result is hit and miss.
These are the options that I'm exporting the FBX with, and next to it is what appears inside Unity:
And here are links to the actual files, in case anyone feels like having a look:
How can I get rid of the duplicates, and perhaps even find out what is going on?
Never mind, this was a dumb question with a dead-easy solution. Somehow, I had chosen "Store in Nodes" under Animation Generation in the FBX import settings. This resulting in the animation being split into each bone's animation only, and each animation clip had to manually be assigned to each bone.
That's what one gets for messing around with settings they don't understand! I'm marking this as answered for other novice Unitors to see.