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Question by Shamini · Jul 14, 2014 at 06:59 AM · animationblenderexportexternal-application

how to export animated .fbx to unity from blender

I wanted to make the 3d model low poly so i exported the model to blender and added a modifier decimate to it saved the blend file and exported the fbx file to unity assets folder but there is not animation data now.i have checked the default take option in blender while i exported the .fbx so i get the file in unity but with a message "clip range is outside the range of the source take".what does this mean how should i export the model from blender with the animation file.i am using blender 2.7 .

i have tried changing the name of the default take to my animation file name,i have changed the rig to legacy but no use.

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avatar image f4bo · Nov 23, 2014 at 10:12 AM 0
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that seems a little bug by the fbx exporter that probably mistake the frames range by 1 - don't worry about it: just click the clamp button provided by the Unity importer and all be good, but keep in $$anonymous$$d that your animation wil be cut by 1 frame at the end of it.

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Answer by Rigo.cl · Jul 17, 2014 at 10:27 PM

IIRC the Default Take option just grabs all the un-muted animations from the NLA Editor and creates an additional animation, while the "clip range is outside the range of the source take" corresponds to the Timeline set, meaning that if you have an animation of 30 frames but if the Timeline is set to 20, you'll get this warning message.

So, the problem concerns directly to the animation and/or the decimate you're applying, try exporting without that modifier to check if that's what's causing the problem.

Advice: Update to 2.71 as the FBX exporter is daily updated, and/or go to https://builder.blender.org/download/ to download the latest Blender version, grab the ".\scripts\addons" folder from it and replace yours in the currently running Blender folder on your PC.

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