If your model has multiple animations supplied as one continuous take, the Animation tab looks like this: Model file with one long continous animation clip If you need to, you can edit the time ranges of the clips.
You can preview any of the clips that appear in the list. If your model has multiple animations that you already defined as individual clips, the Animations tab looks like this: Model file with several animation clips defined In cases where there is only one long clip, you can extract component animation clips inside Unity, which adds a few extra steps to your workflow. Depending on how the artist set up the animation in the 3D modeling application, these separate movements might be imported as distinct animation clips or as one single clip where each movement simply follows on from the previous one.
For example, we might have separate animation clips for walking, running, jumping, throwing, and dying. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. An animated character typically has a number of different movements that are activated in the game in different circumstances, called Animation Clips Animation data that can be used for animated characters or simple animations.