When we are not at frame 0? Coming from 3dsmax, we have something called Autokey, which basically does what Unity does, when you’re at some frame and change a parameter it creates a keyframe.
The thing is, sometimes I want to just check how a certain parameter behaves at a certain frame and it’s a bit annoying it creates a keyframe even when I toggle off the animation recording (it gets turned on automatically when you are at some other frame other than 0).
For instance, I have an animated camera from frame 0 to 300, I have a DOF effect applied to it and I want to check some values for the DOF at frame 150, currently I can’t do it without creating a keyframe.
Am I missing something or is this as expected? I’ve searched for some setting but didn’t managed to find anything.
If this is working as expected, where can I request a feature?
Thanks!
its been two years and i still dont see the solution to your probleme wich is also my problemme
This will be in 2017.1, which should be in beta pretty soon
I don’t think they ever implemented anything to prevent automatic keyframe generation. Still immensely bloating animation file size for no reason. Disabling Resample Curves should just import the animation as it was made in other programs. Really frustrating.
@Ruuubick
ResampleCurves OFF can only import the Animation as-is if the node types are compatible. Unity doesn’t support pre-/post- rotation, pivots, and 3dsMax cameras because they are not straight transforms. If you use these, the FBX SDK bakes the curves, and there isn’t much we can do about it.
I imagine you can bake this out when you export to FBX, to make your rig and animations better compatible with Unity.
If the keyframes are really redundant, you can set a very low error setting, and they will be stripped out without losing measurable precision, so bloating the AnimationClips should not be a significant issue.
But in any case, this thread is about keyframing auto-key being automatically turned on during Animation Window preview, not Animation import.
If you want to discuss Animation Import options, I would suggest that you create a new thread, as this will result in better visibility