Model assets
After importing into the editor, from the outside, the corresponding model asset file can be obtained in the Assets panel. It’s directory structure is as follows:
The structure of the model file that contains animations is as follows:
- — Material files
.mesh
— Model files.texture
— Model texture files.animation
— Model animation files.skeleton
— Model bone files
After importing a model file, drag the root node of the model file directly from the Assets panel to the node you want to place in the Hierarchy panel to complete the node creation. At this point the model is successfully created in the scene.
Alternatively, you can expand the node of the model file, select the .prefab
file under the model file node, and drag it from the Assets panel into the Hierarchy panel to complete the creation.
When the model asset file (.fbx
or .gltf
) is selected in the Assets panel, the properties of the model asset can be set in the Inspector panel.
Normals
— Normals information, including Optional, Exclude, Require, Recalculate- — Tangents information, including Optional, Exclude, Require, Recalculate
SkipValidation
— SkipValidation, whether to skip standard checks
The above image is all the animation asset information under the current model, and the editing area of the specific frame number information of the currently selected animation. You can change the animation name or perform simple animation cropping here. To do so:
Click the + button in the red box on the image to add an animation clip asset. The new file added by default copies a complete clip data. You can input the number of frames in the
Start
andEnd
input box to crop the animation. (Drag and drop animation is not currently supported)Click the - button in the red box on the image to delete the currently selected animation file