I have a file with tens of animations. Each animation is cyclic but with different time length. For the moment, if I export all the animations and import them in Unity, they will all have the duration written in the timeline. As a result, the shortest animations get to the end and then wait before looping.
How could I tell to Maya to export each animation from its first key to the last key and ignoring the timeline?
OR
How could I tell unity to loop an animation as soon as it arrives at its last key?
Any idea are more than welcome as I am stuck for the moment.
thanks for your answer. This is more for one objects containing all the animations right? What I am looking for is for tens of animated objects with different animation durations. Furthermore, I am looking for something more or less automatic because I will not have time to do everything by hand…
Hmmm… I don’t know if you are exporting to FBX, but in Maya you have an advanced option there when exporting to bake the animation within a frame range you define, try that.