So basically I have an animation that works with fast sudden movements but the animations tend to overshoot their ending keyframe. Below is an example of what I mean.

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As you can see in my Unity example, the lower bone goes further then pops back. If this is on a character swinging a big sword, you would notice the sudden jerk. I’ve tried different export options like including tangents and setting the import to use the exported tangents. It still happens. I wasn’t sure if this was just a quirk of Unity or if it’s just a setting.

Any help is appreciated. Thanks.

It’s caused by the way Unity imports animation curves. It’s supposed to improve keyframe values and tangents, instead it imports only keyframes and then simply recalculates tangents using basic smoothing of values.

There is not much you can do about it. In certain cases you could disable curve reduction and then write a script which convert tangents to linear, but that might cause other visual problems.