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Incorrect Key Value Displayed?
In the MAX file, the key value (and all the key values on the Z track) are zero. When the FBX is in Unity 5.3.4f1 the key display looks like this:
Is there a way to have the value displayed as 0?
Thanks!
Note the "e-05" term on the tail end there. This happens sometimes with floats, and will almost always happen with parameterized animationCurves / splines.
The "problem" is typically resulting from finite in/outTangent values (note that in your screenshot, your time is not quite at 0:00, but 0:01). As a result, the animator has already started transitioning that value to its next location (smoothly) along your $$anonymous$$eyFrames.
Thanks for the info! (So I wonder what the value to the user would be of showing that notation there?).
Which brings up a related (and perhaps the core) issue and that is that Unity is baking the imported FBX file upon import rather than importing it straight in and precisely duplicating the FBX.
The FBX file generated in $$anonymous$$AX2014, which was NOT baked, only contains keyframes at 3 times... frame0, frame1 and frame150. In my animation that I setup in $$anonymous$$AX, the key at frame0 is also duplicated into frame1 (I always animate starting at frame1) and then the next (and final key) is at frame150.
So no, it should not be transitioning anywhere at that frame1 of the original, desired FBX animation. But in the 'new' animation that Unity created by baking into every frame... it is transitioning and maybe that's the cause of the notation used.
Thanks again.
By the way, that screengrab shows a zoomup on that first part of the animation timeline of an animation that Unity created of 150 frames (I have animation compression OFF)... from the original FBX file animation with keys on 3 frames.
Thanks again.
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