Blender is limiting the long animation timeline..

Debug.Log(“Hello?”);

Blender is limiting the timeline export, or Unity is limiting the timeline import… ?)_

has anyone else having problems exporting animation from blender to unity?.. at the moment the player that i’m working has 15 different animations, one animation more i do and unity will not read it… its looks like there are some kind of timeline limitation… i have tried to creating another action but in that case i’m not be able to split animations… because if i do it, then unity splits all actions…and that will result in a estofado de acciones…(actions stew …}

it is possible to export only the animations?, i could do all my animations and export them separatelly one per export time… i’m using fbx exporter in blender 2.57b

thank you.

i was looking that all frames passed from frame number 200 (approximately) does not work in Unity…
i solved it temporally because i have reduced the keyframe in Blender… but i will not be able to add too much more animations :frowning:

Unity does not limit keyframes (it actually warns you if you have keyframes somewhere very far away from time 0, but that has to be around keyframe ~50000).

I am not sure how you actually animate? Do you only use actions in Blender? If so, why do you split the animations? It should be done automatically. I am pretty sure there is a solution if you describe your workflow a little bit more detailed.

thanks for answering…
i have all the animations into one action, then when a saw this limit problem, i was thinking in do all animations separately by actions and exporting all of them each per one. but i recently found a fix for this, i’m cloning the blend file so i work with copy, i will delete the copy’s animation timeline, and will do the next animations… one time i’m reaching the limit again, i repeat the process, newly clone third time the blend file… btw this is not a big problem…

if Paulius is telling me that Unity will warn to me about the frame 50000, i must to think the problem is in Blender FBX exporter…

Thanks!

Why don’t you just use several actions? They are perfectly exported by Blender and are automatically splitted by Unity.

do you mean separate all the actions inside the Blender ? each animation for action…

Exactly, one action per animation.