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Character Animation loop not smooth
Hi all,
I've searched the web and read the 'Character Animation' doc but still do not know how this happened:
I made a rabbit in Blender, who have a 'walk' animation;
(Don't know how to put youtube video here directly, the 'iframe' code seems only works in preview)
It runs smoothly in Blender: http://www.youtube.com/embed/A1kIid_ekoI
But not so smooth in Unity: http://www.youtube.com/embed/jY4xKfYTlYY
It seems between two loops it jumped a little.
The animation contains frames from 0~27, but only 1~20 should be used as the 'walk' loop. Looks like this:
So I clipped 1~20 in FBX settings, WrapMode set to 'Loop', without checking the 'Loop' box since frame 21 is exactly frame 1.
Someone...help...plz...
What is your FPS in blender? Unity always imports at 30FPS, and has trouble stretching keyframes out from a baked FBX animation. I have had this exact problem, and as far as I know there is no easy way to fix it if you already have an extremely large file (like me). It can be very annoying, and if it is the root cause of the problem, it's lucky you caught it early!
@syclamoth, my FPS was 24, now I changed it to 30 and... oh no, the problem remains...
I'm using Unity-3.4.0f5 and Blender 2.59, maybe they already fixed that problem you have?
and I almost forgot to say Thank You, O_O
I hope someone has a fix for this. It's really annoying!
Try adding an extra frame on each side? Could be a Unity clipping problem.
@syclamoth do you have this issue as well?
Not exactly. All my animations come from $$anonymous$$aya, so the solution is probably different! In my case, I have over 150 separate animations, so adding frames is kind of impractical for me. Unfortunately, the animation in $$anonymous$$aya is the wrong framerate, and it's kind of a big job to fix it up! I'm not in a very good situation, honestly.
Answer by kevincfy · Sep 26, 2011 at 10:04 AM
hey, got your SOS on G+ :)
I'm new to Blender but spent the weekend playing around with trying to get my character to export into Unity. When importing the FBX, the animations were never imported correctly and always played wrong. My solution was to lay out all my animations in the NLA editor, and then when exporting to FBX, make sure that 'export all actions' was disabled, and 'export default take' was enabled. I then went back into Unity and added the animations one by one. It was a little more hassle but it was the only way I could keep everything clean, and be sure the animations would play and loop properly.
I found it! The reason is because I set the start and end frame same as the loop itself but not the entire animation (in order to test how the loop looks like in Blender). I now set it back and everything works fine! Of course I'm using your single default take method, otherwise I guess I probably will counter some other issues, Thanks!
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