Hello.
For past few days I was trying to make myself a model that would be compatible with Unity’s Mecanim and after few tries I’ve finally made it. It works perfectly with animations made by Unity but here’s the problem. I’ve tried to make the animations myself in Blender but whenever I try to use them with my Blend trees they just clamp on the first frame.
Could anyone explain to me or point me some tutorial (I’ve been searching it on Google and YouTube but didn’t find any) how to make the animations so they will be compatible with Mecanim?
I want to know this as well. I can’t find any good tutorials about making an animation for Mecanim. All the tutorials I found show you how to import ones already made in the asset store.
Animations aren’t the problem here. If the rig is compatible with mecanim - the animations created on that rig will work with mecanim.
Greyeeh - I’m guessing the rig setup you were iterating on was to get a rig to be compatible with mecanim humanoid rig?
Can you import the fbx back into blender and the animations play as they are supposed to? This is a common workflow to see if the issue resides in the authoring package or within Unity.
There is something going on with the import/export process from blender that is truncating the animations.
OR your blend tree is causing the problems. mecanim video
OR once in Unity the animation settings need to be fiddled with. Are you using key frame reduction? Turn it off to see if that helps. Are you following the process for setting up the animations for the character in the mecanim video at 3:20-4:20)? Even though the animations are from different rigs, the process is nearly identical. Click the plus symbol and set up the clips by adjusting the range/length for that particular clip.
It surprises me there is no blender user forums that cover this information in specific detail.
https://cgcookie.com/unity/2011/12/05/exporting-characters-from-blender/ (not sure if this is for mecanim)
Rigging in Blender for Unity Mecanim - Kybernesis
http://blenderartists.org/forum/search.php?searchid=3080974
Mecanim Humanoid Animation Kit - Community Showcases - Unity Discussions
I seem to recall several related posts dealing with a workaround for the fbx export for blender. I can’t recall and can’t find it but there was a specific issue with the export and a “trick” to get custom animations to export as they should from blender.
Hope one of these can give you a boost in the right direction.