I feel like a guide on doing animations in Blender might be useful. I’m able to get it done, but I’m certain I’m not really doing it ‘right’. The Blender animation system has gotten pretty complex lately.
I think it’s quite sensible. Once you understand that many 3D viewport commands apply in the Graph Editor too, as well as the Fake user concept for saving unused Datablocks… in my experience it works really well.
For looping animations it’s best to set the start frame to be 1 (in the NLA Editor after pushing down) and have an identical key set on the 0th and last frames, btw. This to avoid double frames while keeping the animation continuous. The Start at frame zero option should be disabled on the exporter in this case.
It’s also worth looking into F-Modifiers.
A proper rig can save a ton of work and improve your animations once you get the hang of constraints.
Slightly off topic, I’ve recently investigated the longstanding issue reported by Vivienne here, which plagues MakeHuman users (and everyone of us to a lesser degree).
From the tests I’ve ran, the boost at export can range from seconds to minutes for average users, depending on number of bones and animation length. For MakeHuman users it can save hours or days.
Can you please post the exact arguments you supplied to AssetImporter? I’ve failed to export animation properly and furthermore the model is rotated on 180 degrees.
Usually the animations are separate and I have noticed in this file, the animations are also exported with just the model option. You can also configure the FBX export orientation with Forward and Up option.