Hello!
I ran into a weird bug. When a bone is strictly facing up and the animation keeps it facing up, its own position evaluation and some of these children’s position evaluation is broken.
I checked the FBX files and all is fine.
The problem is with the import into Unreal Engine. It looks like Unreal produces a gimbal lock on import ?
These are the values used in blender.
Bone head: (8.601676881880849e-08, 3.524153232574463, 164.54409790039062)
Bone tail: (8.601676881880849e-08, 3.524153232574463, 164.54409790039062)
Bone rotation at frame 0: (0.0, 0.0, 0.0)
Bone rotation at frame 5: (0.0, 10.0, 0.0)
Bone rotation at frame 10: (10.0, 10.0, 00.0)
Bone rotation at frame 15: (10.0, 10.0, 10.0)
Do you have any ideas of what could cause this?