I’m having a problem with Unreal interpolating between keyframes incorrectly. I’m exporting FBX’s from 3DS Max and I’ve got Bake Animation and Resample All checked. In Unreal, each frame of the animation is correct but if you play the animation slowly you can see that bones are deviating from where they should be in the spaces between frames, producing a very subtle wobble. This is only really noticeable at the end of an IK chain (hands and feet in this case). If I key a foot sliding from back to forward on a single axis the foot dips below the floor between frames.
I’ve checked the FBX export settings and I’ve tried viewing the animation uncompressed, that didn’t help. If I export an FBX from 3DS Max and then import it straight back in to a fresh scene the problem isn’t there, it’s only in the Unreal viewport. If I change UE Interpolation method to Step then you can’t see the problem, which suggests to me that the problem lies with how UE is interpolating. If I could see animation curves in UE that’d confirm the issue I think.
Has anybody got any advice or seen something similar themselves? Any help or advice is very much appreciated. Thanks in advance.