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FBX import animation clips not updating correctly.

Discussion in 'Animation' started by JMBSpunge, May 29, 2017.

  1. JMBSpunge

    JMBSpunge

    Joined:
    May 29, 2017
    Posts:
    1
    Hello hopefully somebody has come across this before.

    I have an fbx file with animations divided out into multiple clips that won't update correctly in Unity.

    When I I overwrite the fbx with updated animation these clip ranges show the wrong animation.
    However, when a new clip is added to the list, the animation is the correct version.

    Changing the frame range for previously created clips does not fix this.

    Is there a known solution to this aside from brute force re-creating each animation clip?

    Cheers.
     
  2. RevoltingProductions

    RevoltingProductions

    Joined:
    May 2, 2017
    Posts:
    37
    I've had issues where the file became corrupt and saving over it wouldn't fix it. My solution was to just delete that file and start over from import.
     
  3. remiC3D

    remiC3D

    Joined:
    Dec 15, 2017
    Posts:
    26
    Up. I'm having the exact same issue as JMBSpunge here. Any tips ?
     
  4. EiknarF

    EiknarF

    Joined:
    Apr 28, 2011
    Posts:
    103
    Anyone figure this out yet? :confused:
     
  5. hungrybelome

    hungrybelome

    Joined:
    Dec 31, 2014
    Posts:
    300
    Having the same issues with blender files. Currently have to remove the file from the project and then reimport. Anyone know a fix for this?

    *EDIT*
    So apparently you can force a reimport by deleting all the list animation clips and then toggling off/on "Import Animation" for the model. But this method is not ideal, because then you lose any settings you had for animation clips, like custom masks or transform baking settings.
     
    Last edited: Jul 31, 2020
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