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FBX unwanted keyframes rotation on 2 frames

Discussion in 'Asset Importing & Exporting' started by jo82, Nov 10, 2021.

  1. jo82

    jo82

    Joined:
    Dec 3, 2015
    Posts:
    47
    Hi,

    So basically, I have this one fbx that I've imported from 3ds max and I use Unity's legacy animation system.

    It has 2 frames (frame 0 to frame 1)

    Frame 0 ---- gameObject z axis is at 0
    Frame 1 ---- gameObject z axis is at 180

    but once it's imported, Unity will create unnecessary keyframes between frame 0 to frame 1 that will show the full rotation from 0 to 180.

    I want my animation to go from 0 to 180 in 2 frames without having to see the full rotation.

    Is that possible?
     
  2. Grhyll

    Grhyll

    Joined:
    Oct 15, 2012
    Posts:
    119
    Did you try playing with the settings, like "Resample Curves" in the Animation panel of your fbx's inspector?
     
  3. jo82

    jo82

    Joined:
    Dec 3, 2015
    Posts:
    47
    Yes and I'm using Max btw.

    I found this thread in relation to the problem.

    https://forum.unity.com/threads/importing-fbx-animation-weird-results.93675/

    It seems there will be no way around this problem. I'll have to create 2 separate clips. Kinda pisses me off because I will end up with a lot of "2 frames" clips. I think another way around would be to increase the frame rate but then again in case the players end up lagging or something the separate clips should be the more solid approach. Oh well.
     
    Last edited: Nov 10, 2021
  4. KalOBrien

    KalOBrien

    Administrator

    Joined:
    Apr 20, 2021
    Posts:
    89
    Thread moved. Might get more info here!