It seems like the FBX Importer is assuming rotations in animation data are in Euler Angles. Would it be possible to have an option to import using quaternions instead?
I ask because I have models that I simply can’t get into MAX correctly, but I can get them into FBX format (using quaternions). Unity loads them 99% fine except for a handful of frames that seem to be experiencing Gimbal Lock.
using the new animation view you are able to switch between Euler Angles and Quaternions
Thanks for the quick response Joe, but the problem isn’t so much viewing the animations - the animations seem to be imported incorrectly into Unity. When I switch between E/Q angle view, it’s still incorrect.
I suppose it is possible that my 3d modeler is exporting to FBX wrong… but the exported FBX model imports correctly into Milkshape, Truespace, and fragMotion and animates correctly in all of these. Heck, I can even re-export to FBX from all of these and re-import into all of these and it still works fine (yes, I actually did 9 export/import tests – I’m um “thorough”).
It only animates wrong in Unity.