Firstly thanks for making such a great and essential tool, we've found nothing else like it on the store.
We've been getting a bit deeper into integrating it into our workflow pipeline and hitting some issues which I was hoping to ask you about to see what workarounds there might be or what we can do differently.
When exporting animations to an FBX we need to be using the option to export to an existing FBX to gain the benefits of an embedded humanoid avatar, however it's undesirable for us that the animation clips are added to the FBX for various reasons and have found no direct way to remove them once they've been added, the only way we have found is by reverting the FBX. The current way we deal with this problem is that we listen for the OnPostprocessAnimation event, once clips hit an FBX we use an editor coroutine to delay a frame and then we export the clip/s into individual .anim files and then revert changes to the FBX, noting that we use a coroutine because we have very limited use any AssetDatabase create or delete methods while post processing events are firing, Unity throws errors if we use these API's during the post processing events. I have tried many other ways during the post processing event to try and intercept the clips from being added or delete them, but nothing seems to work for us, even the integrated Unity way of removing animations via the inspector is as you may know only hiding the sub assets, it's not really deleting the clips.
The main reasons we don't want the FBX increasing in size is because it will end up with hundreds of animation clips, many of which will become outdated animations we no longer need to use. Loading this FBX at runtime will be a drain on memory and it removes our ability to manage which clips are compiled into our apps.
What we ideally wish we could do is a hybrid of your export options where we can choose an FBX containing an avatar to influence the export, but it exports to an individual file rather than being added to the FBX. If that is not possible I was wondering if you have any ideas on how to remove the animation clips UMotion adds or prevent them from being added to the FBX in the first place? we've exhausted ideas trying to solve this and I'm hoping you have a simple solution for us, it would greatly improve our how we use UMotion as part of our tool chain.
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