Animation different in editor and game view

Hi,

I can’t provide screenshots or files because it’s for a client so I’m just hoping someone’s come across this issue before.

My animation imports ok in the editor, but when I look at it through the camera (in the game view) the arms snap around near the end of the loop. It is a perfect loop there should be no snapping and is not in the editor or preview window.

I’ve gone through hell to make unity import animation and honestly it’s disgusting, there should be import settings that actually work.

There are no settings left to tweak or try, there’s just nothing - unity can not read FBX properly.

Mesh optimization off, animation compression off, was baked to a slave rig constrained to the proper rig, only geometry + slave rig imported etc. I’m doing it by the book and i’ve done everything in the bloody book.

Probably too much to ask for in this community but I kind of need a quick fix, since around here I generally don’t get a fix at all. Or a response.

If you need any more information or I’ve left anything important out just ask.

We’ve narrowed it down to something unity is doing, the fbx exported perfectly.

Have you tried checking “Add loop frame” ?
Also try changing Blend Weight, bone count in quality settings.

Ah… We are using Mecanim, which doesn’t have that option.

But I switched to legacy and made an Awake script that plays the animation, and it did the exact same thing until I checked add loop frame.

So how do I do the equivelant of that with a humanoid or generic system?

Cheers bud

Err… I switched back to mecanim after adding loop frame, and it’s working ok… but I don’t trust it. Why would switching to the wrong system ,adding an option ,switching back to a system where it no longer exists solve it?