Hmm, I don’t think this was the issue, I think what happened is that the Euler representation between two keyframes was say, -359 and 1 degree, and instead of interpolating directly between the euler angles, the quaternions I ended up creating were causing the rotations to flip all the way around. This resulted in bones that would just flip wildly at many points in the animation.
Now that I think of it, maybe there’s a difference between how the 3.0 codebranch converts from Euler to Quaternion representation? I know that it’s not a 1:1 match, so maybe that was the issue? So far i’ve been guessing that this was a modelimporter issue where the interpolation setting on keyframes was screwing things up.
Ah, I see. It could make sense, but if it’s the reason, I would report this as a malfunction to Unity team. A 359° to 1° interpolation going all the way around is completely gamebreaking and would put a lot of animation work into trashcan :shock:
Unfortunately I didn’t have the time since U3 beta to fully deploy my game onto it. I tried once to open the project, but it returned me so much errors which weren’t there on 1.7.1 that I gave up and focused back on graphical production.
I’m 3 levels away from diving back into code, which would match U3 official release. So I prefer to reserve any code correction for that stable, ultimate release
Should be in a month I think.
Anyway, I’m sure Aras or Nicholas from UT could give you a quick info on how they could have changed interpolation methods (maybe a PM ?).
I’m in the same boat - actually, I moved everything over so that I could try out several of the new features, and I moved completely back after I discovered this different in asset import. I’ll send them a PM and see what might have changed. Thanks!
Thanks mehware! Game development is a real fun exercise in hacking together the best looking composition based on your restrictions. In this case, we have a viewpoint that only moves left or right, a single plane of movement, and all of that combines to allow us to do some pretty clever stuff with both character modeling and coding.
As an update to the conversation between n0mad and me, Rune suggested a fix to the problem I had with Animation Mirroring in U3, and I posted it on n0mad’s original thread here: http://forum.unity3d.com/viewtopic.php?p=401828#401828
Beast Boxing 3D is “In Review” as of Monday. Fingers crossed! I got married over the weekend, so I’ve been a bit busy, but I’ll be posting some vids and updated media soon.