Unity Animation Interpolation...

…or more specifically; How to bypass it.

Hi there. There’s loads of great support for animation on the forums etc. but I haven’t been able to find a specific answer to my problem.

I am developing a game for an animated TV brand and I need to recreate the style of the animation in Unity.

My process is to model and rig in Maya and then export an FBX having baked the animations. This works fine however when the animation calls for a quick snap over one frame I notice that Unity will interpolate between the two keyframes and then this interpolation is displayed at run time.

for example I keyframe at frame 10 with a value of 0 degrees and then I keyframe 11 with a value of 180 degrees. In Maya this looks like the character is snapping round over one frame but in Unity you see the character quickly spin between the two keyframes and the desired effect is lost.

Is there a way to explicitly display the 30 frames of animation per second and thus recreating the effect of TV animation?

Thanks in advance.

Matt.

I have the exact same problem!!!
Can anyone help please?

Anyone who can help with this, I fighting the exact same issue right now. We have a scale animation which should switch from one frame to the other from 1 to almost zero, but it’s clearly visible that Unity is interpolating something here…

We solved this problem fairly simply in the end. Just bake the animations, though not in the fbx export settings, but instead on the timeline of 3d Max, so every frame becomes a keyframe for every parameter. Sure, the animation will become a few kB heavier, but at least this anoying problem disappeared.