Animation curves lose linear interpolation when exported from modo in FBX

Hey,

I’m struggling with the following issue:
I’ve created an animation in modo with ALL curves interpolated linearly (no ease-in/out, strict linear movements).

After exporting in fbx and played in Unity, the animation goes crazy. Actually it looks like as if objects would be drunken, which is quite inappropriate considering that we’re talking about a precise technical animation…

First objects are only wabbling (moving/rotating over the point defined by the keyframe), then a vehicle otherwise going straight makes a nice pirouette. Nice huh?

What is this?

I’m using modo 501 SP5 45398 and Unity Pro 3.4.2f3 and exported the file in fbx.

My efforts:

  • I tried to export in fbx 2006 as well, but the result is the same.
  • I copied the animation clip in Unity in order to edit it there (by default the imported animation clip is read-only)
    In the copy I selected all the curves of an object and changed both tangents to linear. The movement remained sick.
  • We tried it on my colleague’s machine as well - no difference.

Is there anyone, who met the same issue? Or solved by chance…?
This is really annoying. I’m not even working with IK or something. We’re talking about a simple animation…

I have to get this stuff into Unity quite urgently. I would appreciate any help.

Thanks in advance,
Miklos

What happens if you import the FBX file back into Modo or another 3d app? In other words, is it an error with Modo’s exporter or Unity’s importer?

OMG, trying that is quite obvious…
And the answer is: modo is the guilty one. Now what?

Tried it with collada too. In that case the export is okay (reloading the scene works perfectly) but in Unity everything falls apart including the animation.
Maybe it has something to do with centers/pivots?