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Question by ExTheSea · May 22, 2013 at 04:52 PM · animationimportblenderexportkeyframe

Unity Import automatically adds unnecessary Keyframes

Hello Everyone.

I'm having a little trouble with importing my animated Model in Unity. When i just drag the Model in the Project folder it automatically adds Keyframes to all of the Bones although they are not added to the action. I wasn't able to find an answer to this on here and also using Google.

This causes problems when i try to play animation simultaniously: For example: Aiming the gun + Shooting. (Btw. I'm working with a full humanoid model so controlling the aiming with a script is not really an option for me). My plan for this example was to have the aiming only affect the Main-Weapon-Bone and the Shooting-animation only the children of this bone.

I once saw an comment of someone on here who was talking about an export-setting to get rid of those unnecessary keyframes but i couldn't find one when i had a look.

Although I know that this question might be more related to Blender then Unity I hope it's not too off-topic....and if it is or it's duplicate i will of course close it immediately.

Edit: Sry I forgot to actually write a question....oops..my bad.

My question is: How can import my animated Model into Unity without the automatically added Keyfranes from the fbx converter?

Thanks in advance,

ExTheSea

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avatar image ExTheSea · May 24, 2013 at 05:51 PM 0
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Is there even such an option or do you mabe have to use a seperate plugin?

avatar image ExTheSea · May 25, 2013 at 11:56 AM 0
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I just found this forum thread: http://forum.unity3d.com/threads/122066-Blender-with-Unity-possible-bug

So if there really is no way i would have a solution although this one would be really fiddly and i would need to repeat this process every time i change an animation as all my Player/Weapon animation are in the same .blend - File.

avatar image ExTheSea · May 27, 2013 at 08:11 PM 0
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I currently solved it using Animation layers but i'm still hoping there is a way to get rid of the unnecessary keyframes.

avatar image MarcusValerius ExTheSea · Jul 31, 2016 at 05:35 PM 0
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So, it's been three years. Did you eventually manage to solve this issue completely? I've tried a lot, including modifying Unity's import script for Blender files, but to no avail.

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Answer by Ben-Stoneman · May 31, 2013 at 02:59 PM

You can loose the unecessary keyframes by breaking up your animations in the model's import settings:

alt text

For example if your animation "walk" is from keyframes 1 to 70 and you want to loose the keyframe on 70, just set it from 1 to the lat keyframe you do want, say 1 to 60.

This also allows you to have tons of animations and allows you to break them up: Walk (1-60) Run (80 - 120) Jump (130 - 160)


setanimationframes.png (15.2 kB)
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avatar image ExTheSea · May 31, 2013 at 03:37 PM 0
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Thank you for answer but i don't think you understood what i really meant and i don't even know if there even is a solution for that. So imagine i have a shoot animation/action where i only added some keyframes for 2 bones. Now when i import the $$anonymous$$odel into Unity or export it to fbx in Blender it is adding one keyframe for every Bone in the same rig.

Now i don't know if there actually is a way to avoid this or if you always have to use layers to solve this problem.

avatar image Ben-Stoneman ♦♦ · May 31, 2013 at 04:15 PM 0
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Could you send me your .blend file? I'll e-mail you.

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Answer by code-sumit · Aug 11, 2016 at 06:34 AM

In Blender(Mine is 2.77) while exporting FBX go to "Export FBX" option in lower- left hand corner of your screen. Now under Animation tab deselect "Force Start/End Keying". This will make sure that the bones which are not keyframed in Blender does not have keyframes in Unity.

alt text


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