Hello, I am writing a 3d model importer and I've run into an issue importing animations which have their interpolation mode set to linear. For movement I am able to just set tangents and tangent weights to 0, and this will effectively create a linear interpolation for that curve, but for rotation it's different. This is the code i'm using for rotation. I am using the same approach to movement which works fine, but for rotation the tangent values seem to be ignored. I have found some solutions online suggesting AnimationUtility, but it's an editor-only class and I need this for runtime. Code (CSharp): AnimationCurve rotX = new AnimationCurve(); AnimationCurve rotY = new AnimationCurve(); AnimationCurve rotZ = new AnimationCurve(); AnimationCurve rotW = new AnimationCurve(); for (int i = 0; i < times.Length; i++) { rotX.AddKey(new Keyframe(times[i], values[i].x, 0, 0, 0, 0)); rotY.AddKey(new Keyframe(times[i], values[i].y, 0, 0, 0, 0)); rotZ.AddKey(new Keyframe(times[i], values[i].z, 0, 0, 0, 0)); rotW.AddKey(new Keyframe(times[i], values[i].w, 0, 0, 0, 0)); } result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.x", rotX); result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.y", rotY); result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.z", rotZ); result.clip.SetCurve(relativePath, typeof(Transform), "localRotation.w", rotW);