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Question by Emericanized · Jan 19, 2012 at 06:16 PM · animationloop3dsmax

Looped Animation Hangup

Hello again,

We have a looping environment asset that animates well in max using the out of range curve type: loop.

When exporting this to Unity, we make sure animations are baked.

The out of range curves, however, are not playing. For example, we have two 100 frame loops back to back, the first 100 play great, but after 101 it stops. The same happens when offsetting certain elements along the timeline.

Is this just a workflow thing that we should change in max? The fbx imports back into max and plays correctly...all the keys have been baked out.

I tried turning off animation compression in unity, no change!

Thanks for your time.

John

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avatar image luizgpa · Jan 19, 2012 at 06:51 PM 0
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Are you changing the wrap mode? the default is "once", not "loop"

avatar image Emericanized · Feb 21, 2012 at 02:31 PM 0
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Hi Luiz, I do set the wrap mode to loop! I've found that manually splitting an animation (even if its the only animation in the fbx) provides some more desireable results, but I do wish I understood what was going on!

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