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Split Animation clip without losing visibility values from one clip to another?
Hello, i have imported a 10-steps animation into unity from maya (as unique clip). At the end of every step a mesh renderer is correctly disabled ( read the visibility from maya animation) but when i enter in the next step the renderer return enabled because there are no keys that says it should be disabled. This occur because i have split the animation in unity and it lose the visibility and the other keyframe when changing from step to step. There are no problems when the animation is not splitted , but i need that for example if i disable the renderer of mesh1 at the end of step1 , when i enter in step2 mesh1 should remain disable. Are there any settings that i'm missing? The actual solution is to copy all the imported clips and for every clip add visibility keyframes at the beginning but i was wondering for a more simple solution if the clips are more than 30-40 because at the last step you should disable tons of mesh renderers.
Hope that this explain the problem.
Thank you guys.
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