Animation shakes after import

Hello guys,

We currently have a model rigged with some cables, that I rigged and animated in C4D.

The rig is basicly a spline that is controlled by NULLs, on that Spline I attach some Joints with Geometry via the IK to Spline Tag.

When we import this animation in Unity tho, it starts shaking and has a lot of vibrations. As seen in this video.
Desktop_2024_08_16_11_15_11_01

We already tried all the keyframe options that Unity offers, I baked the joints in Cinema but nothing seems to fix this issue. Has anyone encountered some sort of simular problem?

Could be multiple things, in your import settings there compression settings like reduce keyframes and resample curves.

These will likely add noise to some animations.

If we enable those options the animation is even worse. The video I posted has both options disabled and alle frames are baked within Cinema4D. In Cinema the animation doesnt shake at all.

Oh i was suggesting turning them off.

You might have compression settings in the export settings then. I know blender has this and I always have to disable it.

What is the common way of rigging this?

When I use a Sweep and rig the spline in C4D, we have to export it in FBX, so the animation wont export because FBX doesnt do PLA. When I use bones on the same rig, it does create those jiggling animation errors.

Am I on the wrong path here? Would it be better to do the cables in Unity directly? This is some part of the rig inside C4D

Yes, unity does have spline tools. That might be prefered here. Otherwise bones or Alembic (Mesh animation) is the only options.

Alembic can work, but might be costly performance wise and I don’t think it scales with FPS.

Using native splines might be ideal.

Unity Splines - Unity Engine - Unity Discussions