I’ve got some objects in an FBX file whose X rotation curves are baked between -10 to -150.
When I import the FBX into Unity. The animation viewer shows that the curve has been moved to fit in the 0 to 360 range. This works okay in some situations. However, at two points in my case the curve drops below zero in one frame and then shoots right up to 360 in the next frame (the point of wrap around). When this wrapping happens, in Playback mode, whenever the animation plays, I can see a full twist happening on the object (at the point of wrapping), which is undesirable.
Is there any particular reason that Unity has to wrap/clamp animation on import between 0 and 360? Also, is there any workaround to this issue?
Thanks for any help.