Good day!
There was a problem - after baking the animation sequence on the bones in Maya, and export to fbx, then import to Unreal, twists began to appear in the interframes in Unreal. I can’t solve this problem in any way, since it’s not clear where to look for the problem - in Maya all the options of the rig have been tried. In the unreal there were 2 options:
1. Stepped animation
2. Additive settings - Additive anim type - Mesh space
But this is not a working option …
What i try in Maya:
1. change rotation order
2. change rigging structure - follicle, ikspline, matrix
3. different settings in fxb export
4. change constraint to matrix contraint
and more and more…
Has anyone encountered such a problem?
Thank you in advance!
I think I’ve experienced what you are explaining recently, also the video link is not working for me.
I noticed strange rotations or janky movement in Unreal that wasn’t there in Maya. I bake the keys in Maya and then export, so every frame has a keyframe. I noticed the baked keys don’t match up with what was animated originally. This seems to be the issue since it had the same problems as in Unreal. So if you are exporting with bake simulation, you won’t find it.
I’m not sure if there is a simple switch or easy workaround, I went through the baked keys and adjusted them to compensate for the off rotations/movements.
Yep, that definitely looks like what I experienced with some character animations. Again, not sure the exact solution, if you do find out how to remove it, I’d appreciate the solution.
Thinking more on it, Maya can work with euler or quaternion methods, so it’s possible changing this could work better. Again, I fixed it manually by adjusting the keyframe values, but yeah, there is quite a lot to fix for your animation.
If I end up doing more animations, I expect I’ll be looking into this more deeply. Currently I’m working on AI, so it may be a few months.