Model files can contain a variety of data, such as character and terrain 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:
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 Preparing Humanoid Models for export.
No matter what kind of data you want to extract from the Model file, you always start the same way:
Open the Project window and the Inspector so that you can see both at once.
Select the Model file you want to import from the Asset folder in the Project window.
The Import Settings window opens in the Inspector showing the Model tab by default.
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 LOD levels.
Character and animated Models provide more diverse options on their Model tab, which allow you to:
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 Clips 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 node for the Generic type:
Note: SpeedTree Models have neither a Rig nor an Animation tab.
If your file contains Material or Texture, you can define how you want to deal with them:
Finally, you can import the file into your scene: