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Animation only gets half way through its loop
Hi All,
I'm importing a character with animation from maya. Saving a .ma file in my assets folder and letting unity convert the file to fbx. The animation file has a number of animations on different parts of the timeline. One of them is an idle animation running from frame 0-48
if I DON'T split the animtion and just click "play" after adding the character to the game all animations play perfectly in a sequence. But when I split up the animation and define the idle loop to run from frame 0 to frame 48 and then tries to play that loop, it only plays half (or may two thirds) of it and starts over.
I haven't figured this out and I'm hoping someone in here can help me (is there a fps issue to have in mind when exporting animation from maya? ... curretly everthing is animated to 24fps inside maya)
Looking forward to hearing from you!
Thanks Jeppe
Answer by JeppeNygaard · Jan 23, 2011 at 11:52 PM
I found the answer :)
Apparently there is currently a bug in Unity when used in combination with Maya2011 and FBX 2011 - when importing animiation the timelines/framenumbers do not correspond between Maya and Unity - the bug should have been fixed and implemented in Unity v3.2
There is a work around: switch Maya to run 30fps - then everything works perfect!
Happy days!
Best Jeppe
Brilliant! Been looking for an answer my self - I thought I was doing something wrong!
Off topic slightly, but how do I change the fps in $$anonymous$$aya 2011? Cheers
Hey Oliver,
Click "$$anonymous$$aya">"preferences" and then click on "settings" (right above "animation") here you can choose your framerate. If you then click on "timeline" (still in "preferences") you can choose a playback that corresponds to the chosen framerate.
Cheers Jeppe
I have the same issue, and setting the playback speed to 30 doesn't change the problem at all. I tried to do it with $$anonymous$$aya 2011 and 2008, same issue, with different fbx exporter. Does anyone have found a solution yet ?
Answer by Makaber · Jan 23, 2011 at 03:13 PM
Well I don't use maya, but when playing everything before splitting it you could check at which frame unity ends the idle sequence. Hit Ctrl+6 for the animation window.
Thank you very much for this - I'm still new to Unity and did actually not know that there was an editor for animation curves - this is really helpful - but why the timeline does NOT correspond to my maya timeline really weirds me out! (the idle animation went from being 0-48 in maya to 0-62 in Unity!!) - strange!
Answer by Brian Horgan · Mar 18, 2011 at 06:30 AM
Hi Guys, I've run into the same bug with Unity 3.3. I've tried importing FBX files (both 2010 and 2011 FBX versions coming out of Maya 2011) and when Unity maps the animation on automatically it gets the frame count for the loops wrong. The only way I've found to get it working is to go in and set up the frame ranges for the animations manually. I'm hoping to see a fix as this is going to slow down our pipeline a bit.
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