Is there a solution for stepped tangents in FBX?
Hi,
I'm doing some "8-bit" style animation that requires textured polygons to instantly appear and disappear.
I'm using Maya 2014 and exporting an FBX to Unity. In other engines I would use stepped scale keys to scale the polys to and from 0 when I want to show/hide them. However, FBX seems to only support stepped tangents on position keys. Rotation and scale channels are resampled and end up as splines, which breaks the stepped effect by introducing in betweens.
Is there another animation method that I should be using to control visibility in Unity? Or is there a way of exporting stepped scale tangents that I'm missing?
Thank you.
Answer by mortenb · Nov 22, 2017 at 10:48 AM
Old topic, but came up in my own search.
When you export from Maya, try setting the FBX Export setting: Quaternion Interpolation Mode to either Retain Quaternion Interpolation or Set As Euler Interpolation. Also make sure you don't Bake the animation when exporting.
Then in Unity, uncheck Resample Curves in the Animation tab.
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