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How does the @ animation convention work?

You know how when you need to import multiple animations, you have a choice to use the @ convention and name your each of your animation files: @walk, @run etc... And have a master file that is capable of having each of the animations applied to.

My question is, does using this way significantly increase the output build size, in contrast to using the split method within the .FBX importer?

Because using the @ convention, you end up having to import the same model more than once (for different animations), which I'm wondering would the build size be larger than using the split method (using one model with all animations in one single track, then split using the known offsets).

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asked Jan 25 '12 at 11:44 AM

Elysian.Zhen gravatar image

Elysian.Zhen
118 10 11 14

Interesting question. You can build your game with the 2 method and say if it increase your file size

Jan 25 '12 at 11:58 AM eyal

Did I say something silly? :3

Jan 26 '12 at 12:55 AM Elysian.Zhen
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As far as I know it does not increase the build size. Unity stores separately, in it's own internal formats, meshes, animation clips, materials, etc and it packs only the assets that are used in the scenes included in the build (and the Resources folder assets).

I didn't measure but the size should be the same if you are using one fbx with all the animations or multiple fbx using the @ convention.

One point final point is that when you split the animations in multiple files you could fine tune the animation compression settings by clip instead of by all the animation.

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answered Jan 27 '12 at 02:41 PM

luizgpa gravatar image

luizgpa
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Absolutely correct! Unity always includes only the used assets. when you import a model a lot of different assets are imported. The Mesh data, the bone structure and the animation. When using the @-convention Unity just links the animation asset from all the imported models to the main model. As long as you don't use the other assets from the @-models (don't instantiate them or reference them from a script) everything is fine.

When you create a build you can open the editor-log-file (at the top right of the console window) and you'll find a complete statistic what assets has been included and what's their size.
It's a very useful tool to find some dead-linked assets which you sctually don't use.

Jan 27 '12 at 03:20 PM Bunny83

Thanks for clearing it up! :D

Jan 28 '12 at 12:34 AM Elysian.Zhen
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asked: Jan 25 '12 at 11:44 AM

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Last Updated: Jan 28 '12 at 12:34 AM