Ok, I have a character with 6 animations, all in the action editor. They play fine; however, if I put in a start and stop time for each animation (Timeline view), it’s now affecting all my other animations, and subsequently, they all have the same start and stop time, even if I try to set them different, the process repeats itself! this is blender 2.49b, any ideas on what is going wrong here?
I have the same thing happen with Blender v2.58, in the editor itself each time I swap between my Actions it remembers how long I’ve set the timeline to be and will play the animation to that point. I’ve left it alone for now at it seems Unity is able to import each animation properly without having to worry about the timeline being set to anything in particular.
The only point that concerns me though which I haven’t tested is if Unity imports the animation including the last keyframe, I assume it does, which is problematic for me as most of my loop’s contain the same first and last keyframe’s anyway. In my mind it makes me think that Unity will play the loop with both identical frames playing rather then cutting short the one frame and starting the loop again, trivial as its an easy fix but a workflow interruption none the less.
That’s really odd. I’ve never had a problem with the FBX exporting or blend file importing (into Unity) with Blender version 2.4x
Yeah, it’s weird. What Robert_Glen said is correct though; the animations all import fine…