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Imported .fbx start at the end of an animation
As title says. My animation, which I made in Blender, is shown at the end of the animation when imported into Unity. It's a hand which goes from open to closed in frame 0 -> 20. The prefab, when imported, has the hand closed (the last frame of the animation). So when I play the animation it goes from a closed hand, then instantly open and closing. How can I make the prefab start at frame 1 (open hand) and not the last frame?
Start frame in Blender with hand open:
Prefab in Unity with hand closed:
Answer by meat5000 · Feb 11, 2016 at 04:03 PM
Make sure that Blender is on Frame 1 and in object mode when you export.
In the past Ive required to modify the curves by copying the frame 1 keyframe to the end of the sequence but not including it in the active frames. The purpose of this is to introduce a curve with which the rig can make its way back to frame 1 without a jump.
That did it. I had it at frame 0, but having that one extra frame makes the prefab look correct. Thank you
Answer by zak-reynolds · Feb 11, 2016 at 04:37 PM
I would do a couple things to troubleshoot this:
In Blender, try moving the first keyframe to frame 1 instead of frame 0
In Unity, you can edit the import settings for the animation and make sure the animation starts with the hand open (by cutting out the initial frames that have it closed). Here's the man page just in case you don't know how that works http://docs.unity3d.com/Manual/Splittinganimations.html
Are you importing the full .blend file, or are you exporting as .fbx in Blender and importing that?
It worked with the 1 frame difference. Since meat5000 posted the same answer earlier he got the "Accept". Thank you very much. +1 for the Unity workaround
Answer by qngnht · Mar 22 at 07:14 AM
When we export to FBX, in the Bake Animation option -> uncheck Force Start / End keying. That removed that bug on me. P/S : At the first time exporting to FBX, the current standing frame will be transfered to the start frame in Unity FBX model.
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