!IsFinite(m_CachedRange.first)

I work with my FBX import settings (animation events for mecanim system) and have this internal (?) error:

!IsFinite(m_CachedRange.first) || !IsFinite(m_CachedRange.second)
UnityEditor.AnimationClipEditor:OnEnable()

and

!IsFinite(m_CachedRange.first) || !IsFinite(m_CachedRange.second)
UnityEditor.AssetImporterTabbedEditor:OnDestroy()

Error appears in console when choosing FBX or any animation within it.

Did someone has such problem?

I’ve seen this error unity 4.3.4f1, it has occurred for me when I’ve added an event to an animation and the event time line had no red line (timeline cursor widget). Previewing the animation (hen the cursor appears) before adding the event seem to fix the problem for me.

Uuuugh, what is this??
I’m having the same problem!

bump!

bumping

Anyone??
Everytime I reimport my updated model (.ma btw), apply any changes on the import settings, this error reappears, 9 of them to be exactly!

Help!

I have run into this problem as well.

!IsFinite(m_CachedRange.first) || !IsFinite(m_CachedRange.second)

Any idea what could be the cause?

Had the same issue when an animation had a minus sign “-” in it’s name. It was magically fixed when I used different naming convention for animations, such as: MyAnimationName. Try it out, maybe it helps.

it works to me…

same to me 5.2.1p2

I’ve got this message occurring now as well. Happens after I upgraded to 5.4

Yeah happening here as well :frowning: Just upgraded to 5.4.1f1

Same issue here in 5.4.1!

I recently upgraded to 5.4.1f1, and same issue.
I could resolve the problem!
For me 0 Frames long animations coused the problem. I had a couple of animation clips that contained no keyframes at all or just start keyframes. Or no property at all. I used them as placeholder animation clips, just for the animation controller. Now I added at least one property to them, or at least two keyframes, and the problem is gone.

I hope it helps.

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This is similar to mine. The auto-generated clip used for button animation didn’t have any key frames on the Disabled state. I didn’t need anything for disabled so I removed that state and the problem went away.

Yeah it seems that error comes from a animation that does not contain any animation keys. Incidently the default animations created by the UI button are like that. I added one frame translate to each empty animation and the problem went away.

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Thanks man, this solved the issue for me. Some of my animations had no properties and adding at least one with a keyframe to it fix the error. Using unity 5.4.2f2

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Hello! I’m coming into an existing project, and there are hundreds of animations and lots of prefabs and lots of GameObjects in scenes already.

Using Unity 5.4.2f2.

Is there a way to figure out which animation is causing this? Or do I need to go through the animations one by one?

Yep, this helps me too, thanks a lot, just added keyframes to empty button animations.

This is the solution that worked for me. I had to go through all my animations in the scene and make sure they were correct. Some of my animations had objects marked in yellow that said “Missing!”, so I fixed those links. Then I had one animation that was empty (no keyframes), so I added a single keyframe to it and that fixed the problem.

This isn’t ideal, but it’s what worked for me. I went into the hierarchy of my scene and used the “t:animators” search to only show objects with animators attached to them. Then I used the arrow-down key to scroll through all the objects while I was looking at the “Animations” panel to see any issues. I had about 40 animations with “Missing” objects, and one animation with no keyframes. After fixing all of those, the issue went away in my project.

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I had the same problem. I had an idle animation with no keyframes. I added a two keyframes with scale change, but left it the same size and errors went away.

2 Likes