changing start frame of a models animation...

Hi there, here’s my issue…

I imported a maya model with an attached animation (as an fbx) I duped that animation within unity so that I could animate some transparency on it with an additional script. All worked fine.

Ive now realised that the default frame of the model is at the end of the animation sequence as thats the frame my timeline was on when i exported from maya. However I need it to be at the beginning!

If I re-export the model again with the timeline at the beginning, the default frame doesnt change (I’m guessing because I duplicated and edited its animation within unity). I can’t drag in the new FBX and add the new animation because all the references break.

Im aware that my problem can be fixed using code, but as an artist, i would really like to know if I can fix this without code.

many thanks for any help (I hope Ive been clear)
Nick

Why would you need a default frame? If you’re using animation with Mecanim on your character then you would be adding animations from the import window, where all keyframes would hopefully be overwritten. And any references wouldn’t be broken so long as you kept the names of animations and imported them the same way. Nonetheless, it might help to make a new animation with the same pose as the beginning of your other animation.

Hi there

sorry, I should have said, Im not using mechanim. Im animating a door opening and have set the animation clip as legacy. All the animations I create are guy or in game objects and for this purpose I find the legacy animations much simpler to use.

As I said, the dev said he could set the default frame by code, but I would like to know if its possible for its default frame to be set without any dev input.

thanks again