In the Asset Browser, navigate to the folder where you want to import animation clips.
In general, it's a good idea to keep animation clips in a separate folder alongside the units they will animate.
For example, content/models/my_Character/animations
This helps you keep track of which animations belong to which character. Prefixing your animation clips with the character name is also a good habit. For example, an idle animation for a predator character would be chr_predator_idle.fbx.
Right-click in your animation folder and select Import Asset.
Browse to select an FBX animation clip and click Open.
In the Import FBX options, set the following:
Turn on Animation.
If you didn't create your own folder in step one, turn on Create Animation Folder.
To select a target skeleton, select Target skeleton in Skeleton, and in Target Skeleton, select the skeleton of the target character unit.
Example: content/models/my_character/CharacterName
Turn off all other options except for Animation.
The animation clip is imported, applied to the character, and starts to playback in the Asset Preview window.
All of the animation curves are displayed in the Animation clip properties.
In the animation clip properties, toggle Import Transform Curves, Import Blend Shape Channel Curves, or Import Extra Curves to control the type of curves that are evaluated during playback.
You can trim the imported animation clips in the Animation Clip Editor. See Trim animation clips.