I’m using Blender 2.75c and this is my model try to animate:
There are two actions: Default and Stand. Default action is just placeholder to non-animation state especially for the game(unity3d).
Stand action is for standing. This animation will be used when character doesn’t move and stand still somewhere.
The problem is when I rotate the bones in “Stand” action, some of modification also applied to Default action as not expected. This weird behavior screws all my jobs, and I’m still don’t know why this is happening.
This is the image when I rotate some bones in “Stand action”:
It looks good, but back to “Default action”, his right arm is moved even I didn’t touched in Default action at all:
I added action in “Action Editor” of “Dope Sheet”. Is this wrong? I learned this from some youtube tutorial and I don’t it is correct or not.
Also I have one more question, but this could be not a problem from Blender. In my character, there are two actions: “Default” and “Stand”. Default action was created first and Stand is second created.
But when I import this model into Unity, it has “Default Take” which is default animation, but it’s not “Default action”, it’s “Stand action”. Is there a something that I missed before import from Unity at all? Is this behavior causes from Unity? If it is, I’ll ask to Unity community, but If it causes from Blender, I want to know how to fix it.