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Question by DrNillock · Mar 29, 2012 at 01:52 AM · animationblenderfbxkeyframearmature

Animations from Blender jerky/skipping frames

I've imported four robotic characters as FBX's from Blender into Unity. Two of them, which don't have armatures, have no problems with their animations.

However, two of them do have armatures. Back in Blender, they had no problems. But in Unity, their animations are strange, jerky, and seem to skip frames.

Note: I am sure that I have set the start and end times for each of their animations to the correct frames, and I've already tried importing them directly as blend files instead of as fbx's, which unfortunately did not fix the issue.

Open to any suggestions even if they seem obvious.

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avatar image BrotherB · Mar 29, 2012 at 02:27 AM 0
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A couple of questions. Have you exported animations from Blender before which didn't have this problem, and, which version of Blender are you using?

Blender is a fickle thing, and I've found things which don't work well in the 2.6 series usually works better out of 2.59.

avatar image DrNillock · Mar 29, 2012 at 03:24 AM 0
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Well, as said, the ones without armatures have no problems. But I haven't exported models with both animations and armatures from Blender without that problem.

I use 2.6. It wouldn't be possible to use the 2.6 models in 2.59 and export from there... or would it?

avatar image BrotherB · Mar 29, 2012 at 03:33 AM 0
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I had some serious issues with the FBX exporter in 2.61. The modeler is the same though, and I had no problems using 2.59 as an exporter for objects made in 2.61. I would give 2.59's exporter a try and see if that helps.

avatar image DrNillock · Mar 30, 2012 at 01:21 AM 0
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Well, I've installed 2.59 and used it to re-export the models. The problem persists.

Are there any settings to look out for in the exporter that could mess things up? (I tried disabling optimize keyframes, and raised the precision from 6 to 10, since both of those seemed like they could mess stuff up)

And do I have to name the animations in Blender? I've been na$$anonymous$$g them in Unity but maybe they already have to be named in Blender?

I doubt this would matter, but the models are both only a few hundred polys.

avatar image BrotherB · Mar 30, 2012 at 11:38 PM 0
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Now you have me wondering if my own animations aren't being chopped a bit and I just haven't noticed! I feel terrible, because I'm not sure what to suggest you try next (trial and error in Blender is never fun). I usually just export using the defaults. I've never been able to find a place where you can name animations in Blender. I use the "importing animations using multiple model files" technique listed here...

http://unity3d.com/support/documentation/$$anonymous$$anual/Character-Animation.html#ImportAnim

Here is a page on the FBX exporter and its many options. It is for the 2.6 series, but I don't think the interface changed from one version to the other, just the quality.

avatar image BrotherB · Mar 30, 2012 at 11:38 PM 0
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Second link didn't post.

http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX

avatar image DrNillock · Apr 02, 2012 at 02:09 AM 0
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I've been doing unsuccessful tinkering and looking up stuff and the problem may be in Blender, since the blend file also has messed up animations when imported into Unity, despite its animations working fine in Blender.

$$anonymous$$y root bone is inside the mesh, ins$$anonymous$$d of at the origin. $$anonymous$$ight that be the problem?

In Blender I also have multiple objects named Armature. Like this.

->Armature

--->Animation

----->ArmatureAction

--->Armature

------>root bone, other bones under it etc.

--->Pose

--->PoseLib

--->name of the mesh

----->name of the mesh

----->$$anonymous$$odifiers

------->Armature

--------->Armature

----->Vertex Groups

------->all the vertex groups etc.

Is any of that a problem?

avatar image dkNinja · Apr 13, 2012 at 04:00 AM 0
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DrNillock, what is the density of keyframes that you have in the animations, i.e., do you have keyframes every frame or do you have keyframes every few frames? We had this problem before because Unity's default import feature with keyframe reduction import settings was throwing away the wrong keyframes resulting in bad animations. If you yourself decide on the unnecessary keyframes, it may help in getting better animations.

avatar image DrNillock · Apr 13, 2012 at 04:09 AM 2
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I removed the pose library and it works now. It was all the pose library, I believe.

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Answer by DrNillock · Apr 13, 2012 at 06:57 AM

I removed the pose library and it works now.

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