I’ve made a rigged character in Blender and successfully imported it, and its animation clips (or ACTIONS in Blender terms) into Unity. The character has for instance a run, attack and idle animation associated with it.
However; the number of frames of the idle action is twice that of the run and attack actions (i.e. idle has 60 frames while run and attack each have 30). The result seems to be that the run and attack animations have a (1 sec assuming 30 fps) pause after playing them.
This link (http://unity3d.com/support/documentation/Manual/Character-Animation.html#ImportAnim) doesn’t address how Unity handles Blender files with multiple actions. Unity seems to automagically convert all actions into an array of animations during import (yay!!!) but I don’t see a way to specify the number of frames for each animation (using the GUI) which I suspect Unity is defaulting to that of the longest action.
Can anyone help me out here?
Thanks,
Rene