Hi All,
I am currently reviewing Unity to implement a game for iPhone/Android, and am trying to import some existing assets from 3DS max. Everything imports correctly except for the lengths of animations, which appear to be much longer than they should be. The animation itself plays back correctly and at the proper frame rate, except that Unity appears to be adding extra ‘dead space’ at the end of it, so that the animation length is several times longer than it should be.
For example, we have a walk-cycle animation consisting of 30 frames that runs for 1 second (This is all defined properly in the timing settings in the 3DS Max file). The animation length, when queried in a script via the length member of the AnimationState is 2.7, instead of what I would expect, which is 1.0. When the animation is set to loop, it will pause for a second and a half before starting back at the first frame.
I have checked that the 3DS Max file’s animation timing settings are correct, and have also tried to export the file as an FBX file before importing to Unity. Nothing seems to solve the problem. I should note that the animations are being imported as separate files (Using the “@” naming convention), not using animation splitting from a single file.
Any help or suggestions would be much appreciated, thanks!
-Shane