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Dumb Blender to Unity question... I'm currently trying to export a character with several animations and for some reason, it keeps keying the start and end frame of each joint I have. I have set it so the when exporting as FBX, it wouldn't key all bones and not force start and end key (in the settings for animation), but it seems that it still happens in Unity. Does anyone know a way to fix this/ bypass this issue?

Side note, if I have Simplify on at like... 0.01 with would remove the start and end key, but doing so removes some of the poses or keys that are just flat curves.

The only solution I have right now is animate the single key frames to be longer and have a small movement (enough to be not seen and enough so Simplify doesn't remove it), but if there are any other ways, please let me know!

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  • $\begingroup$ Why do you need to not have those first/last keyframes on every bone? $\endgroup$ – BuzzKirill Nov 10 '20 at 5:37

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