I have three animations made in blender. idle, walk and run.
idle : 65 frames
walk : 17 frames
run : 25 frames
I have applied the third person controller and third person camera to my player, then assigned the animations and disabled the jump var because it does not jump…
when I play the game, and i keep the horizontal or vertical buttons, the walkcycle animation works, but does not fit to 17 frames, it fits more than 17, looks like it continues reading more empty frames, so the player moves staticly, then, the animation turns to the begining and play the walkcycle again, but again won´t stop in 17 and continues… Just imagine the player walking intermittently while you pressing forward, … in resume what the problem is, walk is from 1 to 17, but Unity reads 1 to 60 (for example, i really don´t know whats the final frame but is something like this)…
Recently saw the split animation system in the import settings, but i don´t know if it is possible to mix animations in blender,… maybe i´must to do them again !
I have this problem when importing animations from maya too.
If I have 1 - 10, 11-23, etc., I will have to adjust it by trial and error to like 1-16, 17 - 32, etc.
Often it ends up impossible to get “quite right” too.
Any solution to this would be helpful indeed.
Actually, try setting your frames per second to 30. It seems like the standard in maya I used is something other than 30fps, which will not produce correct results in Unity as it uses 30fps (I did some searching, think this is correct).
This is a known bug, Unity normally takes 24 and 30FPS, but the current version of unity is bugged and imports all animation as 30FPS which totally jacks up any animation you put in. Change it to 30FPS in blender and re-export, that should fix it.
The bug is fixed and will be released with the next unity update.
TheLlama, I think you’re confusing something. There was a know problem for FBX7.1 format (exported by FBX 2011) plugins, but Blender exports FBX6.1 format and is not affected by that problem.
If there is an actual bug, then please submit a bug report and send me the case number. If you could make sure that Blender export frameRate correctly that would be great (or if someone could tell me how to change that, I would appreciate it). Blender writes fbx files as text, so you can just read them after changing framerate.