Importing Blender Animations Questions (wrong frame count)

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

Unity just reads the keyframes you use in each action: if you get a pause, it is because you have some keyframes there. Maybe you have some hidden bones, and you don´t see those keys…

Smacks forehead

Yeah that’s it. I hid the bones I use for IK and I accidentally keyed them here beyond the 30th frame. Thanks a lot for the solution. :slight_smile: