Model A = Horrible Monster
Model B = Victim
Both were made in Blender, animated, and exported in FBX format. They have a “walk” and a “melee” animation, separated by frame numbers, and animation compression is turned off. The animation is set up the same for each. The frame numbers themselves are different, but that is the only difference.
Model B decided to try out all her animations in Unity. Whichever animation was inputted into Unity first (ie. at the top of the list) worked, no matter which frames it covered. Ergo, Blender exported all keyframes correctly.
Then, Model B decided to put “walk” at the top of the list, and use a script that said animation.CrossFade(“melee”); but it did not crossfade.
Knowing that Unity can be a horrible monster itself at times, Model A figured that it might fare better than Model B. This turned out to be true, as the exact same script worked perfectly for it.
animation.Play(“melee”); doesn’t work either. I mean, it does for Model B, but not Model A. I’ve gone back and forth between the models, looking for some difference, but there is none.
Is there any reason Unity would do this? Besides bias for monsters, I mean. But even if you like monsters, isn’t it better if the victims are animated as they get eaten??