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Animation Import Maya FBX to Unity causes odd animation issues

Discussion in 'Animation' started by robert_hardwick, Sep 4, 2020.

  1. robert_hardwick

    robert_hardwick

    Joined:
    Aug 27, 2019
    Posts:
    3
    Hello all,

    I have these rigged RNA strands that I've baked keys down to. These rigs also utilize a spline IK setup (in case that is a relevant point). If I reimport the baked FBX (with animation) back into Maya, animation plays flawlessly. If I import this animation into Unity, it "mostly" plays correctly. It looks like keys get interpolated in a weird way.

    I've tried sorting through different FBX export option, different FBX versions, sub frame sampling the animation at bake time for export, all sorts of different animation import settings in Unity. But, I think Unity import settings could be where I'm losing this. Maybe the FBX settings, no idea.
     

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  2. robert_hardwick

    robert_hardwick

    Joined:
    Aug 27, 2019
    Posts:
    3
    A little bit of an update, in Maya 2018, if I set the animation settin, "Snap to Whole Frames" OFF, then I can see the 1:1 mess up from Maya baking to Unity import.

    This makes me think ... am I baking completely wrong here or does Unity have a way to snap to whole frames a well?
     
  3. robert_hardwick

    robert_hardwick

    Joined:
    Aug 27, 2019
    Posts:
    3
    For anyone else having similar issues it looks like it may be caused buy rotation interpolation differences between packages. Still not fixed it but messing around with rotation interpolation and Euler flip filtering.
     
  4. saifshk17

    saifshk17

    Joined:
    Dec 4, 2016
    Posts:
    488
    Hey did you get a solution for this?