Character Animation not running

I have a problem that the animations are running individually but when I put them together in the animation component or swap them on another animation sequence of same mesh, they are not running.

The sequences are imported separately from maya in fbx format including mesh.
The files are detected and get into unity and then get assembled together in unity, in the animation component systematically. But no animation is playing by default even if the play animation option is turned on.

BUT,
If each sequence is placed separately in the world it plays fine. I am not sure where the problem is.

So it seems to me that if the animation is not playing then they might not be playing even through the script either.

Please give me any suggestion for rectifying it.
Do3D

Maybe post a screenshot?

I use also fbx and run the animation with a script.

Well here is a screenshot. Drunk1 is the gameobject with animations but it does not play in the scene.
And those individual animations are playing in the scene.

From your screenshot, it doesn’t look like your animation has the same hierarchy as your character. (your character has a Root object, but I don’t see one in the animation)

The bones (and their names) need to match up for Unity to be able to play the animation on another object, is it possible this is the cause? Are you getting errors in the output window?

I think the “Drunk1” Asset needs to have assigned all(each) animation inside the fbx panel serperatly by setting the keyframe range?

Barock - that’s only if your animations are all in one file and you chop them up inside Unity. If your animations are exported as separate files, you’ll end up with something like this :

Do3D - To check that your animations line up, select the model in scene and open the animation panel (Window → Animation)

There’s a dropdown that’ll let you switch animations. (and play them in the viewport, very useful)

If the hierarchy of your animation doesn’t line up with your model, you’ll see a “clean up leftover curves” button (since they don’t match with anything it assumes they’re left over)

I ‘faked’ it in my screenshot by assigning an animation from a completely different character, but if you see this normally, it probably means you have your bone names wrong.

There was a bone/mesh structure missmatch I guess. But we could not detect it. The sequences were from separate files of same model, and it seems that it must have been some differences in the files of maya. Off the three the idle was causing the problem.
So I just made the idle animation again from a copy of the file and imported it.
It was not tracable in maya either.
Thankyou for helping out.