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Question by saphydawg · Aug 18, 2013 at 02:28 PM · unity 4importing problems.fbxanimation problemkeyframes

Help? Unity adds motion in-between frames in imported animation

Hello, i dont know whether this is a bug, or if i have done something wrong, but i have created a skin animation in 3dsmax, exported it via .fbx and imported it into unity, but the animation, which was smooth in max, now has a large jump inbetween frame 3 and 4 when i scrub through the animation in unity (frames 3 and 4 are identical, but at 3.5, it has jumped upwards. It is animated to make a large movement after frame 4, so it looks as though this problem is unity adding a tangent but theres no tangent in the animation window.) Has anyone come across this before? if so, how could i resolve it?

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Answer by dorpeleg · Aug 19, 2013 at 06:18 AM

Attaching a picture so we can see what you are talking about would be nice.

But I'm guessing you just need to set the keyframes to have no ease-in/ease-out.

You can do that by right clicking a frame/frames and select "Flat".

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avatar image saphydawg · Aug 20, 2013 at 10:02 PM 0
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This sounds like it could be the answer, but where do i have to right click? inside the import menu? there are no keyframes to select, because all the animation was done on the bone which controlled it, not on the imported mesh. *thanks for replying btw

avatar image dorpeleg · Aug 21, 2013 at 06:26 AM 0
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Hmmmm...

Try the following:

Find the imported .anim file (should be a child on the imported mesh).

Duplicated it (Ctrl+D on windows).

Now you should be able to open it with unity's animation tool.

You should be able to see all the keyframes.

Right click a keyframe and select "Flat".

Once you'r done, use the modified version of the animation on your model.

avatar image saphydawg · Aug 21, 2013 at 10:27 AM 0
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I had tried that, but there are no keyframes, i suppose because the actual mesh was not animated, its bone object was. Is there any way to bake the animation onto the mesh during the import/eexport fase so that it has keyframes every frame?

avatar image dorpeleg · Aug 21, 2013 at 02:50 PM 0
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$$anonymous$$eshes are usually not animated, only the bones are.

You should still be able to see the keyframes in the animation.

In the animation window (or "menu" as @Bunny83 likes to call it), look at the list to your left.

There you should see the list of all the child gameobjects on the models (bones are imported as empty gameobjects in unity).

Try expanding those, and see if any frames are there.

avatar image saphydawg · Aug 21, 2013 at 03:51 PM 0
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there are frames, but only the start and finish, and are already flat :/ we may have to give up, i'll just change the animation. alt text

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Answer by Ian-McCleary · Aug 21, 2013 at 06:44 AM

similar like the answer above stated there is a tab at the top of the unity named window. Find animation(not animator), then once you have clicked on animation a grey window will pop up and it should be blank to look at your animation and fix it in unity click on the mesh or object over to the left of you screen without closing the animation window. You can then look at x,y, and z positions frame by frame. to change the way you object moves click and drag one of the frames up or down.(you may have to zoom in)

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avatar image dorpeleg · Aug 21, 2013 at 10:02 AM 1
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You can't change imported animation without making a copy of it.

avatar image Bunny83 · Aug 21, 2013 at 11:07 AM 0
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Btw "window" is not a tab, it's a menu. Not that it's that important, but as a knowledge base it's not good to spread wrong terms.

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Answer by meat5000 · Aug 24, 2013 at 11:40 AM

alt text

Also, check export options for Keyframe optimisiation and turn it off. If that doesn't work go back and add more keyframes and failing that Modify your animation curves in the editor to Smooth out your erroneous frames.


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