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Question by dirdmister · Mar 28, 2011 at 10:44 PM · animationimportblender

blender 2.49b animations not working

Hi, I've created 2 animations in Blender & imported the .blend into my Unity package. It has recognised that there are 2 animations but when I run the game & view from the non-game window (my game is first person so I use that to see animation/projectiles) the character is not animating. Here is the inspector view: http://img703.imageshack.us/img703/1296/aniy.png

With run selected along with play automatically it should carry out that animation without a script attached right? Any reason it wouldn't work right away?

I made the animations by creating 2 actions in Action Editor. There is one armature

Edit: I also unchecked the "animate only if visible" option to make sure...still didn't work.

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Answer by Justin Warner · Mar 28, 2011 at 10:51 PM

function Update ()
{
    if (Input.GetButtonDown "w") {
       animation.CrossFade ("run");
   else
      animation.CrossFade ("jump");
} 

Try putting this on the same thing...

I do believe it should auto play, but it might be getting the two animations mixed up perhaps? I haven't done much with animations in Unity, so I can't fully say... but their is some code that should/might work...

Also, you can add two windows, a scene and a game, so that you can see the player animate in the scene view...

http://answers.unity3d.com/questions/4008/how-to-customize-the-layout-of-windows-in-development-mode

Might guide you...

Hope this helps =).

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avatar image dirdmister · Mar 28, 2011 at 11:10 PM 0
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Great! :) I now know its working now. Thanks. ah yes by "non-game window" i meant the scene window =) the 2-3 split option. The problem with the animation (besides looking rubbish :P) is that it will do it once then pause for like 2 seconds before repeating (I've changed to .GetButton). Is there a way to make it instantly repeat?

avatar image Justin Warner · Mar 28, 2011 at 11:41 PM 0
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$$anonymous$$aybe post a new question... Sorry, I really don't know much about animations... Um, here's the Unity animation stuff: http://unity3d.com/support/documentation/$$anonymous$$anual/Character-Animation.html $$anonymous$$ight help... Um, I really don't know why it'd do that... Are you clipping the frames after the actual animation? Because it might be saying jump is 1-10, and then run is 11-90, but the actual run animation is only 11-40, so then it's playing the frames 41-90 still? Something along those lines sounds like it'd do it... I'd make it called idle... Then have that as the else, and change the jump to space

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