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Question by
johnamcmurrough · May 05, 2017 at 01:29 PM ·
rotaterotate objectmayariggingrotations
In FBX Export from Maya do I select Retain Quaternion Interpolation?
In the Maya FBX export there is an Extra Option with a drop down that says: Quaternion Interpolation Mode: Resample as Euler Interpolation. Would this be why there are issue with rotation "pops" in regard to looping? If I change this to Retain Quaternion Interpolation should this fix those issues. What interpolation does Unity prefer and does this have to do with rotation looping coming up with "pops" in my animation?
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