FBX animation does not work in Unity 6?

Hi.

My first post here.
I do have the FBX with baked animation (from 3ds Max)
Once imported to Unity I am able to preview it in Inspector (while selected in Project folder) also if I open Animation, I can see the keys.

However once in the Animator, I do not see the keys and the animation is not playing.

The debuging aparently can register the interaction but does not see
I have run out of ideas :frowning:
Some of the debugs:

Animator enabled: True
UnityEngine.Debug:Log (object)
Chest:OpenChest () (at Assets/Scripts/Chest.cs:134)
Chest:Update () (at Assets/Scripts/Chest.cs:104)
Current state before trigger: 0
UnityEngine.Debug:Log (object)
Chest:OpenChest () (at Assets/Scripts/Chest.cs:135)
Chest:Update () (at Assets/Scripts/Chest.cs:104)
Time: 0.00s - State: 0, Progress: 0.00, Speed: 0
UnityEngine.Debug:Log (object)
Chest/d__21:MoveNext () (at Assets/Scripts/Chest.cs:182)
UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
Chest:OpenChest () (at Assets/Scripts/Chest.cs:143)
Chest:Update () (at Assets/Scripts/Chest.cs:104)
Time: 0.50s - State: 0, Progress: 0.00, Speed: 0

Any help will be appreciated.

You need to select the GameObject that has the Animator component in the HierarchyView for the AnimationWindow to display all the clips.

Here is what I did,

Imported the FBX with the animation as Generic. The model in Animation tab has a clip 0-40 frames called Chest Open.

An empty Game Object was created in the hierarchy and then the model was dropped as a child of it. In the Hierarchy view, I do not see the animation clip itself but I do see it in the Project window – I assume this is correct.

On that GameObject I have added a script and the Animator component.

Created the Animator Controller in the Project, inside created a trigger called Open, and created a state Idle, then dragged the clip animation from project to the Animator window and created transitions. The transition (arrow) has unchecked Has Exit Time and in Conditions, Open is selected. The Chest Open nod (which was dragged) has also assigned Motion.

The progress bars form Animator shows Idle at the start and after interaction, it shows the Chest Open is playing (both constantly)

While playing around with it, I have created a duplicate of the model and changed its rig to Legacy – nothing else was attached to it and placed it on the scene. Unity did play the animation at the start.

I have found the solution.
In my case I had to select a child object (FBX file) as Animator in my script, not the parent GameObject

24 hours later I got there :slight_smile:

LoL :man_facepalming: