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Question by SethMeshko · Nov 03, 2014 at 03:33 PM · animationapply

Mecanim adding rotations to character in clips.

When defining in and out points for my animation clip, Unity is adding a huge rotation to the shoulders at the last frame of the clip when I apply the settings in the animation tab. There are no curves in the FBX that would create this movement. The movement is tied to the outpoint of the animation. If I change the outpoint of the animation the rotation will occur at the last frame of the new outpoint. So it is definitely something Unity is adding to the animation. Anybody know what could be causing this?

Just to add a bit to the conditions that were contributing: using mecanim, humanoid.

Thanks in advance.

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avatar image b1gry4n · Nov 03, 2014 at 06:09 PM 0
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need more information. Are you using layers? Any of them set to additive? Ive never had such a situation where unity has added to my animations and ive blended between some extreme anim poses (character laying face down on the ground to standing, etc)

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Answer by SethMeshko · Nov 03, 2014 at 06:17 PM

Okay, I figured this out. My solution was to go back to Maya and take the last frame of animation out of the clip, export again and when creating clip in Unity make the end frame one frame after the actual end point of the FBX file's animation.

I still don't know exactly why the error occurred in the first place, but this is an acceptable fix for me.

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