I've been working on a new set of tools to define animation event data in Maya and export it into Unity for consumption by the AssetPostProcessor. This has been kind of a cool learning experience, because before now I really didn't have much to do with the Animation pipe, which has been an entirely manual process for the animators. Previously clips were cut up and events were defined by hand in Unity once the .fbx files had been exported from Maya. This wasn't such a bad thing, except that the tools in Unity for defining events were very un-intuitive. The aim of doing all this was to allow the animators the ability to work in a tool they were familiar with, and get the AssetPostProcessor to do most of the boring legwork on the Unity side. The Maya interface. The Maya tool is pretty simple right now, and responsive enough that the animators don't hate me. Navigating to different clips or events will move to that time range on the slider. The event list is directly corre...