FBX Importer - Animations Tab

Animations
GenerationControls how animations are imported:
Don't ImportNo animation or skinning is imported.
Store in Original RootsAnimations are stored in the root objects of your animation package (these might be different from the root objects in Unity).
Store in NodesAnimations are stored together with the objects they animate. Use this when you have a complex animation setup and want full scripting control.
Store in RootAnimations are stored in the scene's transform root objects. Use this when animating anything that has a hierarchy.
Bake AnimationsEnable this when using IK or simulation in your animation package. Unity will convert to forward kinematics on import. This option is available only for Maya, 3dsMax and Cinema4D files.
Animation Wrap modeThe default Wrap Mode for the animation in the mesh being imported
DefaultThe animation plays as specified in the animation splitting options below.
OnceThe animation plays through to the end once and then stops.
LoopThe animation plays through and then restarts when the end is reached.
PingPongThe animation plays through and then plays in reverse from the end to the start, and so on.
ClampForeverThe animation plays through but the last frame is repeated indefinitely. This is not the same as Once mode because playback does not technically stop at the last frame (which is useful when blending animations).
Split AnimationsIf you have multiple animations in a single file, you can split it into multiple clips.
NameThe name of the split animation clip
StartThe first frame of this clip in the model file
EndThe last frame of this clip in the model file
WrapModeWhat the split clip does when the end of the animation is reached (this is identical to the wrap mode option described above).
LoopDepending on how the animation was created, one extra frame of animation may be required for the split clip to loop properly. If your looping animation doesn't look correct, try enabling this option.
Animation Compression
Anim. CompressionThe type of compression that will be applied to this mesh's animation(s)
OffDisables animation compression. This means that Unity doesn't reduce keyframe count on import, which leads to the highest precision animations, but slower performance and bigger file and runtime memory size. It is generally not advisable to use this option - if you need higher precision animation, you should enable keyframe reduction and lower allowed Animation Compression Error values instead.
Keyframe ReductionReduces keyframes on import. If selected, the Animation Compression Errors options are displayed.
Keyframe Reduction and CompressionReduces keyframes on import and compresses keyframes when storing animations in files. This affects only file size - the runtime memory size is the same as Keyframe Reduction. If selected, the Animation Compression Errors options are displayed.
Animation Compression ErrorsThese options are available only when keyframe reduction is enabled.
Rotation ErrorDefines how much rotation curves should be reduced. The smaller value you use - the higher precision you get.
Position ErrorDefines how much position curves should be reduced. The smaller value you use - the higher precision you get.
Scale ErrorDefines how much scale curves should be reduced. The smaller value you use - the higher precision you get.

For properties of AnimationClip, go to the AnimationClip reference page

Page last updated: 2012-11-08