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Question by unity_yh4b3wYZ7Bq_bg · Feb 06, 2019 at 12:52 AM · animationerrorerror messagefbx

Assertion failed on expression: 'channel.frameCount != 0' ,Assertion failed on expression: 'channel.frameCount != 0' - 2018.3.3f1

I'm getting the following error after importing my model into the scene:

Assertion failed on expression: 'channel.frameCount != 0' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

It looks like it has something to do with the animations, I'm not sure what's causing it. I did try updating to 2018.4 to no avail. Any ideas?

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Answer by gsurla · Feb 21, 2019 at 01:43 AM

Any answers to this? I'm getting the same error after upgrading to 2018.6 from 2017.4

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Answer by WarpZone · May 11, 2019 at 09:35 AM

I get this when messing around with Blendshapes. Scrolling the mousewheel while the mouse cursor is over the inspector while a GameObject with a MeshRenderer is selected in the Hierarchy generates new instances of the error in the Console. I'm on Unity 2018.3.14.

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Answer by Sprakle · May 18, 2019 at 11:12 PM

I ran into this issue as well, narrowing it down to a specific character's blend shapes. The error would spam my console whenever the blend shapes were modified, and sometimes the whole editor or OS would crash!

I was able to resolve it - select the problematic mesh renderer and set the inspector to debug view. There will probably be more entries for blend shapes than necessary. Correct that, and the issue should be resolved!

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avatar image htjane · Jul 12, 2019 at 11:15 PM 0
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Hello, would you $$anonymous$$d explain how you located the wrong blend shapes and debugged the problematic mesh renderer? Your answer is the only solution I found online. I went to the same error but didn't see any entry weird under debug mode. I'm using $$anonymous$$3DChar$$anonymous$$anager and Animator. Any help is really appreciated!

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Answer by OlliIllustrator · Jul 14, 2019 at 02:56 PM

Thank you for your answer, the exact same thing happened to me. And as you said, for whatever reason Unity has inserted blendshapes into the list that are not there. correct the list item count and all is fine.

This is really weird and probabley a bug. I got that when converting an asset for a test to HDRP pipeline. The asset was perfectly functional before.

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Answer by htjane · Jul 15, 2019 at 09:02 PM

Thanks for all the answers above, I think I solved that. In Unity, by choosing the problemetic Skinned Mesh Renderer (in my case it's in M3DFemale_LOD0) and setting the inspector into debug mode then changing Blend Shape Weights Size from 6 to 3, the assertion failed error in console can be fixed.

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