Hi guys, first post on the forums
I’m currently importing animations from Maya 2011 into Unity 3.3.0f4 (63135) via FBX (2011.3) and am running into a few problems. (Windows 7 64bit too, if that could be relevant).
I can’t seem to get consistent curves between the two programs. I’ve been testing for hours now and decided to see if anybody else had some answers.
It seems that no matter what my curves I use in Maya, Unity decides to tweak the tangents on certain keys.
So in my most obvious example, I baked animation for every key. I then set the tangents to be flat. In Maya, this results in the curves looking as follows:
And in Unity, this is how it looks for the root (hip) joint:
Seems fine, right? But EVERY other animation curve looks like this:
Nice and smooth, which isn’t what we expected.
It seems Unity is overriding the tangents from the imported .FBX file?
This can also be seen below in a different case, where the tangents produced by Unity have created an overshoot:
This is fixed by using the animation compression, but it just seems weird to be happening when I didn’t specify it.
I realise I could create duplicates of the animation sets and then fix them in Unity, but obviously that is VERY undesirable (animating twice isn’t the best solution).
Another problem I’m having in a more ‘real-world’ situation is that Unity isn’t interpreting my key data properly.
Below is a screen shot in Maya, and a second in Unity:
See how the keys aren’t on the right frames? I’ve tried FBX 2009, 2010, and 2011 - no dice.
Anybody got any answers? I’m going crazy over here
Apologies for the long post, I just wanted to be thorough in my explanation.