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animation import clips - wrong frames in preview?

Discussion in 'Animation' started by fildax, Aug 19, 2019.

  1. fildax

    fildax

    Joined:
    Apr 7, 2017
    Posts:
    37
    Im importing FBX with all trhe facial animations. I know every line start and end frame. I put each lines start and end frame manually in animation import window - but animation preview shows diferent frames for each clip? At the beggining ( around frame 6000 ) its offseted by around 8 frames. and it is getting worse ( frame 30000 offseted by 30 frames )

    using unity LTS

    Anybody got idea why is this happening and how to solve it?

    thanks in advance

    animoffset.jpg
     
  2. enblomquist

    enblomquist

    Joined:
    Jul 25, 2012
    Posts:
    85
    This is odd, but not totally surprising. I cant imagine Unity liking a file have 30k frames of animation data. I don't know specifically but the way Unity looks at frames is a bit different than it does in Max / Blender / Maya etc.

    What issue does this actually cause for you?
     
  3. fildax

    fildax

    Joined:
    Apr 7, 2017
    Posts:
    37
    I need voiceover to fit to facial animations tracked from facial mocap ( tracked from long videofile, split in unity to separate animations which I play to audio files recorded on another device )

    it actually really is odd, I tested it and even though it shows wrong frame numbers, when I put it together in timeline it seems to fit - based on framenumbers in preview it should be ~ 1 second off, but seems to fit just fine? ( lips to audio ) Perhaps it shows wrong framenumbers just in preview? Also the animation is not yet cleaned and is pretty rough.

    will keep working with that and test some more.