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Problem with blender action animations
Hello, I have made a simple test model and animated some actions in Blender and then imported it into unity and it is working but there is a problem. My animations start with the end pose of all the previous animations.
To clarify:
It is a motorcycle with a guy on it and it have 3 armatures - 1 for a guy, 1 for a front wheel and 1 for a back wheel. So I made 6 animations - 2 for suspensions, 2 for wheels rotation and 2 for a guy. First animation is back suspension that goes up and it's working just fine. Next one is the guy that leans backward on a motorcycle and it is actually working fine but motorcycle pose also includes back suspension that is lifted up like in the end of back suspension animation. The next one is back wheel rotation and the model pose includes the end pose of back suspension and a guy leaned backward. The next one includes end pose of the wheel and so on.
Please help to fix it. Thanks.
Answer by Piflik · May 16, 2012 at 07:15 PM
I don't know, if that is the problem, since I don't know how you did your animations in Blender, but if you didn't move the rig back to its default position before starting the animation of a new part, then that's the problem.
In my blender file everything is working fine, besides I have 3 armatures with 2 actions per armature so why the 1st armature animation must force some pose in the 2nd? Aren't they separated?
Added:
What I have done was creating action - animating, creating new action - na$$anonymous$$g it - going to frame 0 - animating, creating new action ... and so on.
Ah and one more reason why it is not the problem is that animations are sorted by name and not by date, and whatever animation is first it is played from starting pose and the next includes its end pose.
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