hi, I think you can set up the animation in the project view of unity and in settings using “split animation into multiple clips” and using “addclip” as per the animations you want to set.
Than you can recall the animations as per the events that you want to target upon.
yes, that is the problem i am talking about it.
I split this all in animation based on the same frames range of my animation in xsi but they don’t match and some frame are off and some are not.
This sounds like it could be a bug in Unity or it could be some sort of driver error. In order to help us figure it out, it would be great if you could submit a bug with the bug reporter (using Help->Report a Problem). Attach your project folder with the model already set up inside, so we can see how it’s been created. We’ll then take a look and let you know!
Just curious, if you export the same model from Motionbuilder to a new fbx, and import that into Unity, does the problem continue? Be sure to include that model in your bug report.
This is a total shot in the dark, but is it possible that there’s a framerate descrepency between your various tools? For instance, could xsi be set to 30fps. and motion builder set to 24, or something like that?
Well, this is not the solution to the problem. But if you could just export your 3d scene of animation that you importing to c4d or maya. And than if you could import in unity from there in. This is just to sort that its the xsi plugin with unity is having some problem.
The problem unfortunately is with unity and not you. Unity is modifying your tangents once you split the animation. I noticed it change the tangent on the z rotation of the last frame of every clip.