Animation - cycle works differently in Maya to Unity
Hey
In Maya I have my animation looping fine. Some parts of the animation start at frame 0 and some I've delayed slightly. I've set up my animation to cycle infinitely so within Maya all the aspects of the object animate seamlessly. However, in Unity, because some of the animated objects don't start at frame 0 (and therefore some also finish earlier than others), the animation doesn't seem to cycle infinitely like in Maya but instead waits till it's first frame.
It makes sense that it would do this if that information isn't exported with the file from Maya but I want to know if I can get it to cycle like I can in Maya.
you can make a clip from animation exported from $$anonymous$$aya as cycle. You Should $$anonymous$$eep in $$anonymous$$d Start or End points of the animation clip.
you can also Split animations from loop Split animation from loop
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