I created a couple of animation clips for my biped-rigged model and exported them successfully (idle, walk, run, hold gun, shoot gun).
the hold and shoot gun clips are both only 2 frames long and are more like poses, there isn’t any movement going on with the bones (at least inside 3d studio max).
Now, Inside Unity3D, both in the animation preview and inside the game itself, the animation for those two clips jitters noticeably: The arms go slightly up between the first and second frame, so at that speed it looks like a minor seizure.
Any thoughts what could be causing it? As I said, the animation is fine inside the 3d modeling program and I have selected the right frames.
Related to that, is there a better way to create “poses” that have no movement than just to make a 2-frame animation clip? (one frame clips are impossible to do, Unity3D always starts the next frame at least 0.1 frame after the last one).
After all these weeks I finally came behind the solution. First of all, 3D Studi max for some reason feels the need to make certain movements between animation keys curves instead of flat lines. I suggest expanding an animation “pose” that is 2 frames long to something like 10 frames. Then, open in the track/curve editor and select all keys between your two frames. right-click and set the Tension to 50 (maximum). Now, carefully analyse the frames and check if there’s any curves left, and make them lines as well with the Tension method. This procedure will elimiate any unwanted movement between your keyframes.
Second, go to the Unity project overview, select your exported model, and make all animations that are just a static pose smaller: if a clip goes from 12 to 23, make it go from 11 to 22 instead. This way, the first frame won’t be affected by any frames before it, and so on.