Animations not playing.

Hi I have a project that builds and runs fine on web player and android platforms. But when I build for iPhone the animations dont play, the character is stuck in t-pose. The animations appear to be there in the heir achy, but they just never start.

Does anyone know what might cause this? I can’t find anything that makes a difference at this stage.

thanks in advance.

How are you making them run in Web/Android? What script?

CrossFade mainly

Whats really strange is that my debug output shows that the animation is starting, playing and finishing correctly but my character remains in a T-pose throughout.

One obect animated correctly but my main character just does not (visibly) animate :frowning:

It works on my machine but not on my partners MAC even in the editor.

All of our settings are the same, the animation files all appear to be present.

Sorry to bump but I STILL can’t get round this has anyone got any thoughts on ideas I can try to resolve this ?

We have found out that the problem is MAc only. Build the project on a PC and it works fine, but on a Mac, it thinks the animations are playing but on screen the model is stuck sideways and unanimated.

STILL looking for a solution for this.

weird,
im not sure if this will help, but its just a thought

what type of file is your character? 3d max? now unity should convert the 3d max model into an FBX in the editor, but only on a windows computer. one would think when it builds it builds as an FBX,
if its a max file maybe try exporting it out as an FBX first, then importing.

FBX, exported from Max, by an animator that knows what he’s doing.

Are there any 3DMax export settings that could cause this on a mac only ?

are animations checked when you export?

I think that:

  • animation somehow is not attached to mesh;
  • your quality settings it set not to “Fantastic”, or in “Fantastic” settings “Blend Weights” is set to 1 (or 2); - I thinks problem is here!!!

I suggest to:

  • Check quality settings and set it to “Fantastic” just before the build. Also check “Blend Weights” and try to set it to “4”;
  • switch configuration in editor to iOS, set emulation type to “Shader Model 1” and try to run it in editor;
  • create some “simple” animation (e.g. in Unity3d editor for cube GameObject) and to test it on iOS device;
  • Check import settings of animation;
  • Check settings in “Player Settings” before build;

Thanks for the replies, I’ve finally solved it.

The mesh when imported into unity has a hierarchy like this.

suit_animated ------- > suit -----
|
-----------> suit 1 ----> Bone Hierachy

Now that works fine on PC, but not on Mac. If I swap the names of “suit” and “suit 1” it works on the Mac but not on the PC.

Pretty annoying, I don’t know if it’s something to do with the way the different platforms handle the file formats or how the animations reference the bone hierachy ?

I found it by borrowing a mac and installing the free version of unity and testing the two side by side.