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Question Extra Keyframes in imported FBX Animation (3Ds Max Bipe)

Discussion in 'Asset Importing & Exporting' started by SecretGardener, Dec 21, 2021.

  1. SecretGardener

    SecretGardener

    Joined:
    Feb 23, 2021
    Posts:
    29
    We're currently using 3Ds Max 2021 and Unity 2019.3
    It is frequent that our bipe character animation in Unity has more keyframes than in 3Ds Max.
    For example, this simple bipe animation only has 3 keyframes, which goes straight up and then back to the original position. But in Unity there are much more keyframes.
    upload_2021-12-21_16-2-55.png
    upload_2021-12-21_16-3-57.png
    This is our FBX export settings, I've tried checking "bake animation" and it's not helping
    upload_2021-12-21_16-7-5.png

    The reason why we try to solve it is that extra keyframes make it harder to edit animation in Unity.
    Is there anyway to reduce extra keyframes? Or it is better to animate character inside Unity with tools like Umotion.
     

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