I’m currently importing a simple 2 bones animation from Blender into Unity and I found a weird behaviour occourring.
In Blender I’m using a frame rate of 30 fps with a 60 frames (1 to 60) animation giving a length of 2 seconds. In Unity the same clip is imported with frames going from 0 to 59 (why is that?) still with 30 fps but a lenght of 1.967, this doesn’t add up.
Am I missing something in the import settings or is this behaviour intended?
A friend of mine suggested that Unity might need to interpolate between the keyframes in order to create the animation frame (does it sound crazy?), so to make a 60 frame animation (meaning that if played at 30 fps it lasts 2 seconds) a 61st keyframe is needed in Blender.
That worked and I have now a 0 to 60 frame in Unity lasting 2 seconds at 30 fps. A official statement would be usefull anyway.
You should probably file a bug, because it doesn’t sound like the intended behaviour