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Question by ghoulfool · Apr 02, 2014 at 02:07 PM · fbxanimationclip

Bad animation data tangents from FBX import

Importing an FBX animation of simple cube rotating from 3ds Max to Unity3d I noticed that the animation tangents are all kind of crazy. See attached image. Top image is 3ds Max, the bottom images is the animation clip in Unity.

What settings do I need to address in order to make the animation play smoothly so that the bottom graph looks like the top one?

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fbx_animation_import.png (44.6 kB)
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Answer by OllyNicholson · Apr 02, 2014 at 04:28 PM

Hi - curves are all re-sampled when imported into Unity as the import pipeline was made to preserve fidelity playback of complex and sizeable animation data at runtime, rather than editing or fixing these tangents in Unity.

As part of this Euler curves are converted to Quaternion curves for playback, so at this stage there is not much you can do to address those curves via our import pipeline until we have some development on the import pipeline with runtime playback of Euler curves implemented.

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avatar image ghoulfool · Apr 03, 2014 at 08:52 AM 0
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So... are you saying it might be fixed in version 5?

avatar image OllyNicholson ♦♦ · Apr 03, 2014 at 09:30 AM 0
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No, I'm saying when (if) that work gets done that will help with this issue. To help move that forward please find or create a feedback post and get it voted on here: http://feedback.unity3d.com/

avatar image OllyNicholson ♦♦ · Apr 03, 2014 at 09:31 AM 0
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Possibly vote on this too:

http://issuetracker.unity3d.com/issues/legacy-animations-curves-are-imported-incorrectly-the-tangents-twitch-during-the-last-few-frames-of-the-first-animation

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