Maya 2011 FBX export tangents

It seems that exporting as FBX (latest version) all animation curves need to be spline, if you use varying types of tangents in your character animation the FBX gives the error

The plug-in has changed some animation curves tangents type to User to ensure blah blah blah.

Which then causes the animatin in Unity to not play as it should due to animation interpolation changes.

So why does FBX need to change tangent types?
But also, when I have the animation in Unity I cant select any key in animation window to edit, what am I missing here?

Many thanks

First of all I think that FBX warning has not much to do with imported tangents. I’ve seen it myself, but I was still able to import as expected.

Having said that, you should keep in mind that there are limitations in Unity. Curves for position and rotation+scale are imported differently:

  1. Position curves should import as expected, because Unity performs proper curve fitting. This includes: curve values, times of keyframes, broken and step curves, fitting of smooth curves. This has been introduced in Unity 3.0
  2. Rotation and scale curves do not perform proper fitting: Unity just oversamples curve at frameRate and then makes the curve smooth.

The reason why Rotation&Scale do not import as well Position curves is a limitation in FBX SDK. We asked for FBX SDK modification in order to fix that, so we will fix it later…

But also, when I have the animation in Unity I cant select
any key in animation window to edit, what am I missing here?

I’m not familiar with it enough, but you should know that imported animations are read-only (we’re planning to remove this limitation), so at the moment you have to clone animation clips from imported animations and then you can edit them.