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Question by optics · Jun 15, 2010 at 11:47 PM · animationfbxloop3dsmax

Animation Loop, delay between loops

Using the character customization example models provided, Ive modified the @walk animation and after deleting the frames, created a new animation for running.

I colapse the trajectories and export to FBX. When I import the model into unity and in inspector set loop, and the play the project, the model adds a second delay between loops.

What might I have done wrong in 3ds Max or Unity? I made sure in max that the clip is only 28 frames, when I play it, it looks perfect there. When its playedin Unity, as mentioned, there is a delay of about 1 second between loops.

No other models provided with the example (walk, or walkin) have a delay on the loop.

Pls help.

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avatar image SisterKy · Jul 15, 2011 at 12:44 AM 0
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retagged 3ds, max to 3dsmax. Greetz, $$anonymous$$y.

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Answer by frostyandy2k · May 04, 2020 at 09:56 AM

You can also look into making the transition between the last and first key frame "auto".

Select both first and last keyframe (with ctrl) and select the transition type to be "auto". Mine was clamped auto and that introduced my delay in the looping.


Source: https://answers.unity.com/questions/211749/smooth-loop-animations.html

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Answer by Paulius-Liekis · Apr 02, 2012 at 08:14 PM

There must be an extra key in your animation. Simply try selecting all objects in your scene and see if the last keyframe is where it's supposed to be. I would suspect to see keyframes 1sec after the place where you expect your animation to end.

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