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Repurposing Replacing an animation
This page will show how to grab an animation from source, and bring it to unity, where you can substitute an animation, for example, replacing a lance animation with a bow animation.
Asset Studio does not let you create an FBX without a model. What I do is I create a directory with the bundles that I intend to use (model, and animations), and then have asset studio open that directory.

Select Animations:

Your FBX (asset studio) Rig settings can/should be set to: Animation Type: Generic Avatar Definition: Create from this Model Root Node: None Skin weights: Standard(4 Bones) Optimize Game Objects: unchecked.

For Animation settings: Import Constraints: Doesn’t Matter (I think this can be safely set to false) Import Animations: True Resample Curves: True Anim Compression: Optimal (this can probably be anything) Rot. Error: 0.5 Pos Error: 0.5 Scale Error: 0.5 Under the animation Root Motion Node: I have it set to "<Root Transform>" but this may also not be needed.


Replace all instances of “ModelName/c_trans” with “c_trans”.

Add Animation Component array/animation field. Animator Component is probably optional.


Select your game object and navigate to GameObject > Export To FBX... Set Include to be Animation Only.

With your new fbx, set scale from 1.0 -> 0.01, move fbx to appropriate location in Addressables, and mark as Addressable (delete “Assets/Share/Addressables” from the start. And the file type, “.fbx”, at the end). Build with Divine Dragon Builder.

Using UABEA, open up your bundle, edit your animation clip data, scroll all the way to the bottom, and then copy over animation clip events from a source bundle animation.

Move files to expected place in Data folder. (Currently only replacement of anims works).
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