I'm importing a character with animation from maya. Saving a .ma file in my assets folder and letting unity convert the file to fbx. The animation file has a number of animations on different parts of the timeline. One of them is an idle animation running from frame 0-48
if I DON'T split the animtion and just click "play" after adding the character to the game all animations play perfectly in a sequence. But when I split up the animation and define the idle loop to run from frame 0 to frame 48 and then tries to play that loop, it only plays half (or may two thirds) of it and starts over.
I haven't figured this out and I'm hoping someone in here can help me (is there a fps issue to have in mind when exporting animation from maya? ... curretly everthing is animated to 24fps inside maya)
Apparently there is currently a bug in Unity when used in combination with Maya2011 and FBX 2011 - when importing animiation the timelines/framenumbers do not correspond between Maya and Unity - the bug should have been fixed and implemented in Unity v3.2
There is a work around: switch Maya to run 30fps - then everything works perfect!
Well I don't use maya, but when playing everything before splitting it you could check at which frame unity ends the idle sequence.
Hit Ctrl+6 for the animation window.
Hi Guys, I've run into the same bug with Unity 3.3. I've tried importing FBX files (both 2010 and 2011 FBX versions coming out of Maya 2011) and when Unity maps the animation on automatically it gets the frame count for the loops wrong. The only way I've found to get it working is to go in and set up the frame ranges for the animations manually. I'm hoping to see a fix as this is going to slow down our pipeline a bit.