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Question by Maria Chernykh · Apr 19, 2013 at 04:34 PM · animationmecanimanimationclip

Mecanim animation clip constraints

Hello, I wonder what conditions must be met to animation clips be properly used in Mecanim (I am using fbx files). For some animation clips I receive message "The clip range is outside of the range of the source take". Is it because the maximum number of frames acceptable by Mecanim is exceeded?

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Answer by TonyLi · Apr 19, 2013 at 05:32 PM

More likely the Start and End (probably just End) values for your animation clip are outside the range of animation frames in your FBX file. I've found that sometimes when importing FBX files Unity sets End to a really high value. In the import inspector, click on the clip and make sure Start and End are within the valid range (i.e., 0 to the maximum number of frames in your FBX), then click Apply.

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avatar image Maria Chernykh · Apr 21, 2013 at 10:54 AM 0
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Thank you very much for your reply. But in import inspector I've got this option disabled, so I can't change Start and End frames (this parts of menu are just grey, I can't affect them, I can only if I clamp the clip). Also, while previewing the clip in inspector I received a following errors:

  1. Quaternion To $$anonymous$$atrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00

  2. aabb.IsValid()

  3. !IsFinite(outDistanceForSort).

avatar image TonyLi · Apr 21, 2013 at 01:54 PM 0
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Can you provide a screenshot of the import inspector? Also, when replying, please click on "add new comment" under an answer ins$$anonymous$$d of adding a new answer; it helps to keep the discussion organized. :-)

avatar image Maria Chernykh · Apr 23, 2013 at 09:08 AM 0
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avatar image Maria Chernykh · Apr 23, 2013 at 09:10 AM 0
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Thank you very much for your help! From now on I would use add comment, it's my first use of Unity Answers, so i'm not an experienced user.

avatar image TonyLi · Apr 23, 2013 at 12:27 PM 1
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I think we all do the same thing (add a new answer) when we first start using Unity Answers. :-)

Try clicking on the "Clamp Range" button. This should fix the "The clip range is outside of the range of the source take" error message.

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Answer by Bergquist · Dec 04, 2013 at 06:50 PM

Hello Maria,

I use Maya, and I got this same error when I first tried to import and animated model as an FBX into Unity. "the clip range is outside of the range of the source take" If I click the clamp range button I would lose everything after frame 175 in the animation.

To Fix this, In Maya, go to export selection with options, and after selecting FBX export from the drop down menu I click on Edit Preset.

In the FBX options there is set of options under Animation for Baking your animation. Do This. Check the box, and Bake your entire animation out from start to end frame, and I also checked resample all.

Then when you import as usual into Unity, you will have your entire animation, and will no longer get there source clip error.

Hope This Helps. Cheers

  • Bergquist

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avatar image hakuna1811 · Dec 14, 2013 at 01:35 PM 0
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yeah, thanks, I have exactly the same problem and your method works for me :D, just don't know why

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