Animation: Point Tracking and Clip Clamping

Hello,

Gosh its been a while since I’ve been back with a question. This one I fear may be a doozy. So here let me set the scene, I’ve been learning blender to provide content for unity. My current work is a third person, mouse view, animated testbot. My pipeline from blender to unity is exclusively FBX since it apears to be the easiest and most stable. After spending eons figuring out how to create multiple animations and a animation handler I’m left with a couple of questions.

  1. How do I track an object to the location of a animated object?
    Specifically I have a placeholder where the head should be located. I imported the body plus animations, and the head without animations seperately. When I make the head a daughter of the placeholder, and the animation starts. The placeholder moves without the head following. I assume this is because the animation plays without updating the transform data of the placeholder. I’m completely at a loss to get the head to track to the animated placeholder properly.

  2. Is there a way to clamp the animation frames on a given animation?
    I have a animation that is 41 frames. I’d like to make it 40 frames. While leaving the other animations alone.

Thanks in advance for reading this regardless of your ability to answer and have a wonderful day!
SGM

Hello very polite fellow Unitier !

  1. Are you sure you’re not affecting the transform of the head by script somewhere ? If it is a child of your placeholder, any transformation, by animation or anything else, should be applied as well.
  2. If you want to clamp your animation, you need to look the import settings (in the project view, clic on the object file). Under split animation, click the plus and give a name, start and end frame (look here)

Have a wonderful day as well !