Matinee Camera Jitter (import from Maya)

Hi everyone,

I know this is an Unreal 4 forum but thought someone here might also have some knowledge on a problem with Unreal 3.

I’m having a problem with importing a FBX camera from Maya into Unreal 3. Many of my cameras have a very noticeable jitter on the rotations. If you disable the rotations the jitter goes away. If I flat line the green rotation axis in Unreal the jitter goes away.

I have tried many things to trouble shoot including baking down every frame, reducing keys in Matinee, baking to a bone rig then parenting a camera in Unreal, baking keys with quaternion rotations in Maya and Euler, exporting from different software (different Maya versios, 3DS Max, MotionBuilder), tried different FBX versions (2011 - 2014). Everything I can possibly think of.

It is not a viewport glitch or delay either. When rending out, even when clamping to 30 fps it still jitters.

Opening the exported camera back into Maya is smooth. It seems to be a way Unreal 3 converts/compresses/or interprets some keys. Unreal 4 has no issues and is completely smooth. I have tested on multiple version of Unreal 3 too.

It happens with almost every camera too, not just the occasional one.

I can’t possibly be the only person who has experienced this and feel like there must be something simple I am missing.

Here is a link to the file that jitters. Import it into Unreal 3 Matinee and place something like a cube in front of the camera. It jitters quite noticeably towards the end, about frame 300 onwards.\

Any help would be awesome. Also confirming I must use Unreal 3. Unreal 4 is not an option for this.

Thanks!

Can you check if the imported camera has somehow been parented/grouped/attached to something else? It sounds kind of like it is struggling between listening to direction from two different sources. Whether that be through kismet or directly on the camera actor in the scene.

It’s not attached or influenced by anything else. Importing the camera creates a brand new camera. I have even tried copying the move track from the imported camera to a freshly made new unreal camera and same result.

Ok, I only asked because sometimes Maya likes to randomly put things in groups, and UE can react badly to that. Happened to me yesterday.