Rotation artifacts in Animation FBX imported from Maya to Unity

When importing an animation FBX from Maya, I’m getting an over-shooting bounce artifact in the animation curves. These did not exist in the original animation. I’ve circled them in red in the animation graph below.

I’ve done the following, but still get the error:

  • bake all the keys onto the object before exporting the FBX
  • set Quaternion interpolation mode to “Retain quaternion interpolation” (also tried other modes)
  • export at 30fps and 60fps

Even after manually adjusting these, there are too many keyframes, so it still feels jumpy. How can I prevent this bounce artifact?

What tangents were applied to the curves in Maya - quaternion? It seems these could be linear/corner tangents instead of smooth or bezier based quaternion.
That would solve the issue - and you wouldn’t have to have 2 keys at every point on the curve.

Note: I’m a Max animator so the terminology may be slightly different.