FBX unwanted keyframes rotation on 2 frames

Hi,

So basically, I have this one fbx that I’ve imported from 3ds max and I use Unity’s legacy animation system.

It has 2 frames (frame 0 to frame 1)

Frame 0 ---- gameObject z axis is at 0
Frame 1 ---- gameObject z axis is at 180

but once it’s imported, Unity will create unnecessary keyframes between frame 0 to frame 1 that will show the full rotation from 0 to 180.

I want my animation to go from 0 to 180 in 2 frames without having to see the full rotation.

Is that possible?

Did you try playing with the settings, like “Resample Curves” in the Animation panel of your fbx’s inspector?

Yes and I’m using Max btw.

I found this thread in relation to the problem.

https://discussions.unity.com/t/448034

It seems there will be no way around this problem. I’ll have to create 2 separate clips. Kinda pisses me off because I will end up with a lot of “2 frames” clips. I think another way around would be to increase the frame rate but then again in case the players end up lagging or something the separate clips should be the more solid approach. Oh well.

Thread moved. Might get more info here!