Hello, I made a first person animation for climbing a ladder in blender. When viewing this animation in game, the camera movement looks choppy in the idle loop. It looks like when the camera movement is very subtle, It doesn’t accurately depict the animation. I will provide an example to what this animation looks like in blender Vs how it looks in game. I animated at 60 fps and imported into unreal at 60 fps. Simplify is set to 0 and Sampling is set to 1.
Could be the animation has nothing to do with the camera.
And the fact you think blender is Ok doesn’t mean that is true either.
Turn on bone paths, have a look at the paths of the bone that your camera is attached to in game.
And if your camera isn’t attached to a bone, then you need to sort out what is making it move, since it would not be an animation…
(With maybe the exception of root motion if you have the camera attached to the mesh).
I know its been a while, but if anyone stumbles upon this post with a similar issue, I would like to share a recent discovery of mine that has fixed the problem. It turned out to be the bone compression settings in the asset details of my animation sequence. Setting this property to “DefaultAnimBoneCompressionSettings” fixed the stuttering and now it’s as smooth as butter.
Should that not be the Default? What was it set to and why?
It does seem a little misleading that the “Default” bone compression settings aren’t exactly default. Whenever you import an FBX animation into Unreal it sets the bone compression setting to “ACLAnimBoneCompressionSettings”. That was my issue, it made small movements in my camera bone choppy which I can only assume is a result of this compression.
Odd. Check if maybe the importer has it marked as a setting. If not, then i think you should file it as a bug report…
Also, thanks for sharing.