Curve interpolation issue with hard cut position changes (unnecessary curve smoothing added)

Hi there,

We have an issue with Unity adding smoothing to the curves on our imported animation fbx.

In the fbx (Created in Motionbuilder) we have characters teleport.

This is how it looks after being imported, what we get (added curves)


This makes the character float / glitch a frame or two before it switch position.
Which is noticeable because it happens on camera.

This is what we want:

Any ideas?

The fbx is read-only so we cannot go in and set the curve to constant.
Also i have tried to play around with the import setting.

Same thing is happening with me. This problem was there over 2 years ago at my studio and we solved it by creating a custom export script from the trax editor. This was only done because we had a talented technical artist which isn’t an option for my new project. I am really disappointed this is happening, the workflow between the world’s most popular programs needs a lot of work after all this time.

Suggestions from an artist who uses the second most popular, animation package Max. :wink:

First - Try to reimport the fbx back into your 3D package then re-export - then bring into Unity. Any change to the curves?
Second - Try to add one key before and one key after the stepped keyframes, then export to Unity. Any change to the curves?

Not sure if these attempts will result in a solution.
Sorry for your troubles - I’ve seen this before with Maya content, unsure why.
cc’d to the other thread also.

Here is the best solution I could come up with to stop the popping in the curves…

I spaced out the keyframes between different animation loops, so instead of one frame between them in the timeline there is a gap of 5 or 6 frames. I selected the whole skeleton hierarchy, baked the animation manually in Maya, and deleted the rig, so only the skeleton and the mesh were left. Then I exported them into Unity and turned off the “resample curves” option. This removed the pop I was getting in the animation. The most important thing seems to be leaving space between animations. It’s not exactly perfect, but it works.

As a side note, I get weird space flipping in the curves, where they are drawn as going to 360 degrees and back, but it doesn’t affect the animation. So strange.