Can't get my Animation to play.

I’ve been using Ultimate Unwrap 3D to convert some FPSC models, which works really well. I export them as FBX 2010 and import them in to Unity. So far so good.

In the Unity model import I can see all my animations that I split up in Ultimate Unwrap 3D play them, everything works fine.

I drag the model from the project panel to the hierarchy and then have to add an Animation component to it and drag the animations to the component I add a default animation to the top of the component, make sure play automatically is checked and hit the play button.

Nothing happens,. no animations. I try and play the various animations through scripting and those don’t work either. It’s as though the character has no skeleton, however I know it has because it animates fine in the inspector.

Can anyone help please as I’m stuck as to what to try next? Thanks

So when you highlight the animation clip in the inspector, open the animation window and press play, what set of transform numbers do you see moving?

Is the object being animated parented to anything?

I tried to highlight the animation clip in the inspector and press play in the animation window but it wont let me play.

I’ve just been watching a youtube video that shows someone importing an animated character in to Unity, he created an animation clip in the inspector and when he dragged the model in to the scene the Animation component was automatically created. With mine, i have to manually create it because it’s not showing up, i think that’s the issue but I dont know how to fix it.

Can you post a link to the video? That will help us understand how he’s doing it and what might be causing your issue.

Sure, here it is:

I see.

When he imports the model with the animations, he see that “Available animations” message, clicks on it, enters a clip name, specifies the start and end frames, and then hits apply. IMO, the animation object is created here, and that animation clip he just created is added here as well. When he drags it into the scene, that’s where we as the viewer see it.

So…

  1. import model with animations
  2. click on available animation
  3. name clip
  4. specify start and end
  5. apply
  6. then drag model into scene

Based on his video, you should not have to add the animation component manually

Thanks. That’s what I’ve tried and there’s no animation component. :frowning:

Got it. On the rig mode I set the Animation type to Legacy and generation set to store in root (new) and it works. See screen shot below. I’ve spend days trying to get that to work! Thanks for your help Lockbox. :slight_smile:

1160868--44348--$Screen Shot 2013-02-10 at 12.33.41.png

Ah nice! I started watching this mecanim video and thought … hey, I bet derkoi needs to change those import settings … and when I got here, whaddaya know! You already did! I’m glad you figured that out.

http://video.unity3d.com/video/7362044/unity-40-mecanim-animation