FBX Split problem

I have an FBX made with Blender that contains 3 animations, if i play this animation in an FBX viewer it appear as it should, if i drag my fbx into my unity scene it plays though all animation as you would expect - however i want to trigger these anims separately so i use the split animation checkbox in the import settings and specify the correct frame numbers for each animation but it doesn’t play anything other that the 1st defined anim. (if i go to the anim window and try to play the other 2 anims they just appear as T-pose !!!)

HELP !!

cheers

check out the scripting docs on animation, it goes over all of this in details and explains how to call up animations from your character. It’s pretty easy, straightforward stuff.

scripting isn’t the problem its the split from the FBX which is the problem , if I call the 2nd or 3rd animation which i define in the split it does not play , just T-pose! (the same goes for viewing those anims in the animation window)

If I import the FBX without split it will play in its entirity , spliting causes only the 1st defined anim to be playable.

I could define the 1st split as the whole 0-95 frames or 0-30 , 40-55 etc , that will play fine but any other subsequent defined anim will not work ! (eg i define the 1st anims as 0-30, the 2nd as 40-55 , third as 70-95)

hm…

but you have to be calling the animations from a script, else how would you get them to play in your game?

have you tried simply setting the third or second animation to play automatically as default for your character?

I was trying to call them in a script but as the script seemed fine but the anims weren’t working i though i’d try and see what was going on, so selecting the character fbx i use the animation window (ctl+6) to see whats going on.
The defined anims are clearly visible visible on the 2nd drop down tab ( i called them A,B,C on import) but only the 1st anim will play, the other seem empty even though i know there is anim data in there at the defined frames because if i define the 1st anim as the whole frame range the invidual anims will play through, seems like a bug to me !

well i never ran across this bug, but I do know there are some bugs with animation import via FBX in Unity. I came across a nasty one when working with the @ naming convention, so I stopped using that method and now exclusively use the animation splitting method, like yourself. I havent had any problems with it, but I know how annoying something like this can be.

Would you be willing to try sending a sample scene to Unity Tech and submitting a bug report?

I used this convention a lot; would you mind describing the nasty issue you’re having with it?

Sometimes when importing an animated character via FBX (not 3dsMax or Maya conversion, just straight-raw FBX), when separating animations with the @ naming convention, random bones on the character will loose animation data and simply not move. This happens with some characters, but not others. For example, for an FPS I used @ convention and everything worked perfect, hands, fingers, weapon components, etc. as one would expect. On another game, I had a fully rigged/animated character; when using @ convention, random bones, only a few, for example like the eye rig, or the head bone, would simply not animate like the rest of the body, the animation data simply was “lost”. I found this to be a bug after some heavy trouble shooting. When testing the same rig, animation, character, etc. with the split animation method, all the animation was there- but the same asset being used with @ naming convention would break. I also tested the asset in several 3D packages that work with FBX and it always worked perfectly as expected, except in Unity. I then used the Autodesk standalone FBX converter tool (friggin awesome and so useful) to test the asset and everything was there working fine, my entire hierarchy, rig, skinning data, animation data- it was all perfectly fine and worked. After testing in about 4-5 different environments, and having everything work perfectly, I found the only environment and scenario where the asset would break was when in Unity using the @ naming convention; using split animations in one FBX file worked perfectly. Since I discovered that issue I have stuck to using split animations and I no longer use @ naming convention.

Again, it is not a consistent bug, but since I know its there and can hit randomly, I simply steer clear from it to save myself time and energy.

Oh wow, that’s good to know! Did you submit a bug report to unity with a project where they can reproduce the issue? This sounds like something that really needs to be ironed out!

Sorry to say I never got around to it with all the tasks I’ve been tackling lately, haven’t been able to sit down, package an example, and write up a detailed bug report.

I fixed the problem !

Its to do with the Pose Lib that Blender uses , I deleted all the poses from the library and re-exported into unity and the split worked as its supposed to , awesome!!

I guess the poses where there embedded in the FBX somehow, even though they didn’t show up in the animation when it was played as a whole !!?!? , anyway my anims work so its all good. I’m never using the pose Library in Blender again tho’

Cheers for the advice guys !

congrats