do you mean that when you place all the animations after each other in the timeline, you get 1300 frames? and that you have to do this because the game engine that you're using prefers all the animations in one file rather than several short animation files? would that be the reason why you're saying frames rather than…
1300 frames in 1 file should make the editor crash :) And on the single/multi file issue; I use both, depending on what type of animations i'm making. Multi files give me more flexibility when i need to extend the animations. Single files make it easier for me to make animations blend into others, and for exporting from…
Sounds like he might be using it all on the same timeline and having the exporter used to divide up the timeline into the specified frames for specific actions. Overall I wouldn't really count the amount of frames per the whole timeline as much as the amount of frames per seperate animation. And for that I would say just…
1300 frames in 1 file should make the editor crash :) And on the single/multi file issue; I use both, depending on what type of animations i'm making. Multi files give me more flexibility when i need to extend the animations. Single files make it easier for me to make animations blend into others, and for exporting from…
do you mean movie character? for 1300F it is around 54 sec, this is sound to me for short movie I dont know... , but for game animation character it has usually looping type of animation. I had to do some loops animation for a real time movie, so average frames I had up to 100 frames per character. Hope this helps. cheers
Ive had to do several couple minute-long animation clips before with 10,000 frames or more. I've never really had an issue with this before. Was Mocap animation fed through MotionBuilder. Even in max I've worked with several thousand frames before and its been fine. Just curious...are you talking about bone rigged…
I ask because the main character for my current project has about 1300 frames thus far, and Messiah (The animation software (Which kinda sucks)) is crashing all the time because of the number of frames. Is this more than the usual amount these days?
Well it might help if your animation software really is struggling on the 1300 frames. But as others have said that isn't likely to be the issue since 1300 really isn't very many at all. Unity does allow you to import the rigged character in one file, and then each animation for that character as separate files, but I…