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Small pause after a loop in Mecanim

Discussion in 'Animation' started by Neterea Studios, Oct 8, 2013.

  1. Neterea Studios

    Neterea Studios

    May 7, 2013

    I have a problem playing a clean/fluid animation loop with Mecanim. It seems to make a small pause (first I thought it was repeating a keyframe) after every cycle of a loop animation.I have searched for similar problems and ensured that I'm not in one of those cases (as far as I know, maybe I'm understanding something in a wrong way), before posting because my problem looked like previous posts or Unity answers.

    Some information:
    -The animation has 38 frames.
    -Frame 1 and Frame 38 are the same to ensure a good loop.
    -When importing into Unity I'm doing this through a fbx file (exported from blender).
    -When importing I'm taking care of the first and last keyframe being the same, so in the end range I Import one frame less, to avoid a duplication of the same key frame.
    -Loop Pose is checked.
    -The loop also makes the small pause in the preview window, so state transitions are discarded here. The small pause It's perfectly perceivable when setting the play time to a lower value (0.25 for example).

    Things I tried:
    -Import also the last frame (same as first one), just in case Unity is treating this as a especial case to perform loops.
    -Create also a keyframe for one previous frame to the last one imported to make sure that the last imported frame is also a keyframe.
    -Even removing more frames from the import (and breaking the clean loop on purpose) stills makes the small pause at the end.

    I don't know what could be causing this. I'm completely lost, I don't know If I'm doing something completely wrong or there exist a problem interpolating the last animation frames.

    Any suggestions?

    Thanks in advance for your answer.
  2. Neterea Studios

    Neterea Studios

    May 7, 2013

    The problems was in the animation. Sorry.
    Last edited: Oct 9, 2013