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Odd issue. 

When I export a  clip with a few animation events, one always seems to get exported on the wrong frame.

I tried restarting Unity, removing and re-adding the event and re exporting, no change. I had to move the event in the Unity Animation Window. 

 

1 Answer

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answered by Expert (106k points)
 
Best answer

Hi Splosion,
thanks for the bug report.

A few questions:

  1. What Unity version are you using?
  2. I guess you are using the *.FBX export,correct?
  3. Is this behavior also reproduce able with the example animations included with UMotion? If so, can you post a short step-by-step instruction on how I can reproduce this?
Thank you very much.
Best regards,
Peter
commented by

I was able to reproduce this in the Umotion Example Scene

Unity: 2018.2.3f1

Using "Robot Kyle_3" with the pullup animation

My Script

using UnityEngine;

public class ObjectOnOff : MonoBehaviour {

    public GameObject ObjectToActive1;

    public GameObject ObjectToActive2;

    public void ObjectOn1() {

        ObjectToActive1.SetActive(true);

        }

    public void ObjectOff1() {

        ObjectToActive1.SetActive(false);

        }

    public void ObjectOn2() {

        ObjectToActive2.SetActive(true);

        }

    public void ObjectOff2() {

        ObjectToActive2.SetActive(false);

        }

    }

Frame 0:
ObjectOn1
ObjectOn2
 

Frame 45:
ObjectOff1

Frame 110:
ObjectOff2

Exported as FBX
Issue does not appear to happen if exported as Anim

commented by Expert (106k points)
Hi Splosion,
thank you very much for this detailed repro case.

I've been able to reproduce and fix this issue in UMotion V1.14p01.

Best regards,
Peter

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