Hi,
I’ve FBX animations which are beginning in negative frame. I need to tweak compression in optimal with 0 on rotation (to avoid small vibrations).
All is good for majority of those clips, but for some mysterious reason, some of them are in a frame range (the beginning from and the ending frame are good but the scale of the unity range is bigger, don’t know why), even if I delete them properly (with the meta), re-export them and tweak again correctly the meta, I’ve always have this warning “Clip __preview__Take 001 contains negative time keys. This may cause your animation to look wrong, as negative time keys are not supported in compressed animation clips!”. It does not cause visible bugs, but I need to suppress this for a correct clean build.
Somebody have a solution ?
Try adding buffer space.
Like before first keyframes and after the last.
(Like animation starts at frame 10, ends at frame 34. Render bar spans 0 - 40.)
Also try importing directly.
In my case I saved the Blender file right into the Unity assets folder and stopped getting this “negative keyframes” message.
PS.
Don’t know much about negative keyframes except that they are useful to lip syncing. See other discussions:
https://community.unity.com/t5/Asset-Store/New-FaceFX-Integration-With-Unity/td-p/502492/page/6
In Blender (if that’s what you’re using) in the dope sheet/action editor grab all keyframes (A) and move them so they are GREATER than frame 0.
I’ve got lots of animations that start at keyframe 0 and they all report this issue until I move them to keyframe 1 (press A, G then 1).
Then in the animator import settings, make sure you adjust your keyframe start/end. I left mine at 0 but increased the end time - didn’t seem to be a problem.
Is it only Blender that starts at keyframe 0 by default?