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Question by Midwayer · Apr 21, 2012 at 03:51 AM · animations3dsmaxsplit

Is there a minimum key frame requirement for split animations

Hi,

I'm currently exporting a model from 3ds Max which has a number of animations in it which I map in unity using split animations and for the most part the animations work, but I am having trouble with split animations that have less than 10 key frames. For example, I have an animations which is 6 key frames long and when I try to create an animation for that in unity my character basically freezes in place for those 6 frames, but if I increase it to 10 frames then my character will perform the animation correctly with the extra 4 frames added at the end. It seems like there might be an undocumented minimum key frame requirement for split animations... has anyone else experienced this?

Thanks!

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Answer by Owen-Reynolds · Apr 21, 2012 at 04:52 AM

You seem to maybe be using "key frames" and "frames" interchangably. Looks like you mean frames.

I've got perfectly fine animations using split with only 2 keyframes -- at 1st and last frame. The docs say Unity is fine with 0 or 1 keyframe in your split part -- it will use the proper tweens for start/stop.

For total frames, there is no min size, BUT, if you use Crossfade with very short animations, you may need to lower the "fade-in" number: CrossFade("twitch",0.05f); Otherwise it takes 0.3 secs to fade in, but starts to fade out 0.3 secs before the end, so you never see it.

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avatar image Midwayer · Apr 21, 2012 at 02:32 PM 0
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That makes perfect sense, thank you!

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