So you have two different problems here:
- Animated (or Skeletal or Skinned) meshes are not implemented in Unity yet.
The fact is that backdrops in the Popcorn editor are just edition helpers to simulate a scene and therefore not exported with the effect when it is baked, also animations are handled by the engine (here Unity) and we don't have control over it yet.
So if you try to launch one of the AnimMesh-N effect from the example pack, you will see particles spawning from the actual mesh, but the mesh will not be animated like it is in the editor. Like here: http://imgur.com/y8ZxY3Y
By the way, here is the current Unity feature implementation state: http://wiki.popcornfx.com/index.php/Unity/FeatureList
- If you want to reproduce the CollisionDetection effect with the Skull_01 mesh, you have two possibilities:
*First, you can import the Skull_01.fbx on your own in the Unity scene, this is basically the same thing that adding a backdrop, backdrops are scene simulation in the editor. (Don't put the asset in the StreamingAsset folder, Unity won't recognise it if you do so) It should looks like this: http://imgur.com/Nc6OzCa http://imgur.com/0iSJowS
*As i said before, backdrops are not exported when baking effects from the editor, but samplers are. So if you want your effects to natively reproduce the same collision they have in the effect, you will have to add a shape sampler mesh, choose the mesh you want to sample in the editor(see the imgur image link below), add a 'Collisions' evolver to your particles, and chose 'Mesh' in the Collider field.
Here is an image that will shurely help you: http://imgur.com/74ELiWd
You will have the Effect in Unity playing the same collisions you have in the editor, but unity will not draw the collided mesh. (you will have to add a mesh renderer by yourself in the scene for that).
Hope it helped you,