Importing an FBX animation of simple cube rotating from 3ds Max to Unity3d I noticed that the animation tangents are all kind of crazy. See attached image.
Top image is 3ds Max, the bottom images is the animation clip in Unity.
What settings do I need to address in order to make the animation play smoothly so that the bottom graph looks like the top one?
Hi - curves are all re-sampled when imported into Unity as the import pipeline was made to preserve fidelity playback of complex and sizeable animation data at runtime, rather than editing or fixing these tangents in Unity.
As part of this Euler curves are converted to Quaternion curves for playback, so at this stage there is not much you can do to address those curves via our import pipeline until we have some development on the import pipeline with runtime playback of Euler curves implemented.