Optimizing Animation File Size: Issues with FPS and Length in iClone 8, Blender, and Unity

Hey everyone,

I have a few raw animations in iClone 8 recorded with mocap tech. When exporting from iClone 8, there’s an option to set different frame rates (fps) like 60, 30, 25, 24, and 12. Lowering the frame rate usually changes the animation’s duration; for example, exporting a 60 fps animation at 30 fps will halve its length when viewed in Blender.

However, here’s the issue: after exporting with a lower fps from iClone 8 and importing into Unity, the animation length remains unchanged. So, a 5-minute animation at 60 fps will still be 5 minutes in Unity, even if it’s exported at 30 fps. This can be beneficial for saving storage, as exporting at a lower fps reduces file size without altering playback speed in Unity.

But in Blender, the animation actually shortens when imported with a reduced fps, affecting its speed and making it challenging to polish or tweak.

My questions are:

  1. Is this behavior expected?
  2. What’s causing the difference in animation length between Blender and Unity?
  3. Is there a way to reduce fps for file size optimization while maintaining workable animation length in Blender?

My goal is to save storage space without affecting the animation’s usability in both Blender and Unity. Could this approach lead to issues down the line, especially with polish and adjustments in Blender?

Any insights are much appreciated!

(Unity 2021.3.3f1 - Blender 4.1 - iClone 8)