I have a character model in Unity created in Blender (2.57b) which came with a very limited supply of animations. All these animations worked fine in Unity so there’s no problem with the scripts or Input settings I made. I needed to add additional animations such as strafe, jump, run etc. Once I created the new animations, and got them into unity, none of the animation worked anymore - including the originals. Basically, the character is moving jumping around in a rigging pose.
In Blender, using the Action Editor, I selected an animation on which to base the new one upon and clicked the + button renamed the copy. I dragged bones around and created the new animation poses frame by frame applying Location, Rotation Scale. Also I had Auto IK on. Initially I had a problem with the new animations altering others, so I unlinked them all with the x button and corrected the unintended alterations. Finally, I applied the clean keyframes to remove the unchanged keyframes. The new animations worked ok in Blender so I exported as fbx. The new files appear in Unity’s animation roster but for some reason, they dont play when the script calls them.
Did I miss some important steps while creating the new animations to make it compatible with Unity’s animation system? None of the animations are working, including the ones that worked before.
** I mistakenly posted this to the support section, so sorry about the double post. **
[Partially Solved]
Hmmmn the animations are working now, after I exported again. The only difference is that I didn’t have the rest position (rigging pose) active in Blender at export time. The reason I had it active before is because most models are in this pose when placed in Unity’s scene window. So when I place the model now, its using the first frame of another animation. I would still like to place the model in game in the rigging pose though. So how do I do this and still have access to the animations. Thanks.
I was having a similar problem. I solved it by deleting the current prefab from unity and reimprting the entire model with all the animations. This will require you to reattach all the scripts and components you had on before. For me it wasn’t too bad, because I didn’t have much attached, but if you do you may want to look for a better way. I’ve been tinkering with it a bit to try and figure out what exactly is going on so I can find a better way to fix it. I’ll let you know if i find anything out.
thanks. Oddly enough, the character is now placed in the rigging pose. Just a guess, it might be because frame 0 is reserved for this pose, as most animations start from frame 1. I noticed this after rebooting which might have reset the frame position to 0.
I was messing around with it and when I went to the importing screen in unity and scrolled down to where you can type in the names of your animations, I tried to type in the names of the new animations and then they showed up but there were about 4 or 5 copies of them. Someone else said something about having to go into the NLA editor and fix it there.