Integration & Export
External animation folders
Animation Workbench can scan folders outside your Assets tree and show what it finds next to your project clips - the pack you bought last week, a Mixamo dump, the old project you keep raiding for a decent roll.
Configure them under Settings → External Assets. Lite scans one external folder; Pro takes as many as you have.
Asset Inventory bridge
If you use Asset Inventory, the browser can show animations from your Asset Inventory storage without importing them into the project first. You audition them in place and only bring in what you actually want.
- Selected animations are staged under
Packages/com.aw.staged-assetinventory/ - Staged content is treated as protected external content - it is not mixed into your
Assetsfolder and does not pollute your project - The integration is reflection-based: there is no compile-time dependency, and it activates on its own when Asset Inventory is present
Asset Inventory import is a Pro feature. See Lite & Pro.
:::note Why staging rather than importing
An imported animation is a project asset with a GUID, a .meta file and a place in your version control. Staging keeps clips you are only considering out of all three until you decide.
:::
FBX export
Requires the FBX Exporter package (com.unity.formats.fbx), installed automatically on first launch.
Export Skeleton Definition
Right-click a character prefab in the Project window → Animation Workbench → Export Skeleton Definition.
Writes a skeleton-only FBX - the rig without the mesh. This is what your animator in Blender or Maya needs in order to author clips that land correctly on your character.
Exported clips
Clips exported from the tool are written to Assets/_AWExportedClips.
Export Humanoid Bone Mapping
Tools → Animation Workbench → Export Humanoid Bone Mapping
Extracts Unity's humanoid muscle and bone map. Useful when you are writing your own retargeting or verification tooling and need the mapping as data rather than as documentation.
Feel (MoreMountains)
If Feel is installed, audio and spawn events can trigger MMF_Player feedbacks directly from the animation timeline.
Like the Asset Inventory bridge, the integration is reflection-based: Feel is not required, there is no compile-time dependency, and nothing breaks if it is absent or removed later.