Step / Hold Keyframe Interpolation When Importing FBX From Cinema4D

Hey friends,

In short, animations that I create entirely with Hold keyframes are not instantaneously changing values when viewed in Unity. They slide a little bit.

Background info: Hold/Stop keyframes should prevent any interpolation between two values, e.g. two keyframes at values 10 and 20 would result in 10 10 10 10 10 20 rather than 10 12 14 18 20. I need these to actually NOT animate as I’m using them to encode discrete values. I’m animating in Cinema 4D and exporting to FBX 2010.2.

I have a suspicion that FBX itself doesn’t have the concept of keyframe types! I’m examining two exported test animations in Autodesk’s FBX Converter (great tool for debugging FBX import!) and it looks like C4D exports N keyframes if I have N hold keyframes, but F keyframes if I have N linear keyframes over F total frames, in other words, it looks like C4D is baking the linear interpolation into one key per frame.

Is this a limitation of FBX, or of C4D’s exporter? Any ideas?

Baking the keyframes is a good stop-gap but I still get interpolation between two frames, which is enough to screw things up.

Thanks,

Hi rogerimp; I noticed this problem too.
I know it’s an old thread but maybe you have found a fix/workaround for this. Please let me know.

Yeah super old thread but I’m under the impression that baking your animations onto the verts (thus removing keyframes) will remove the use of interpolation and animation will now be determined completely by the baked frames which will ‘snap’ as they transition from one to the next.