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Question by EricIAmEric · Apr 08, 2012 at 01:00 AM · animationblenderblurtearing

Problematic blur with skeletal animation

Hi, I'm just getting started with Unity. I've found that animations imported from Blender seem to blur at the edges when the object moves anything other than very slowly. I have tried altering materials, textures, changing normals, quality settings (including VSync on and off), altering the lighting, syncing the frame rate to Blender's keyframes, increasing/decreasing the frame rate of the original animation, ...

On an Android phone (reasonably high spec), which is the target platform, the animations are so blurry as to be unusable.

What could be the cause of this?

Many thanks...

(I have tried to upload the project as an example, but received an error: filetype not allowed.)

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Answer by Paulius-Liekis · Apr 09, 2012 at 03:19 PM

My first guess: you're using non-power-of-two textures, and Unity converts it to power-of-two. That gives you first step in blur. Another: if you're looking at an angle at a polygon, then it is most likely using lower mip-map. Try disabling mipmaps to see if that helps. And play around with filtering. All these are in Texture Importer options.

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avatar image EricIAmEric · Apr 15, 2012 at 08:34 PM 0
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Thanks for all these suggestions. I was using power-of-two textures and had disabled mipmaps, but the filtering idea helped. Part of the problem was just the speed of the skeletal animations I was using.

Thanks again!

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