Please note that the *.FBX file format does not support quaternion rotation curves. (if you select the second "half" of it, flip it along the Y-axis and match the ends - it works perfectly fine - of course, you have to do it for every quaternion element). The same curve in the FBX file (imported to Blender). It is possible to fix those curves in Blender for instance (you have to select all Quaternion rotation curves one by one, flip them in the Y-axis and move them to match the keys). The second image shows the curve in the FBX file (flipped). The first one shows the Y rotation curve in the editor (this is OK). Visually everything works fine until you want to edit the curves (smooth them for instance). A lot of times when I have an animation with full 360 rotation on a given axis - say a pirouette, when I export the animation to FBX (update an existing FBX file), the quaternion curves of the rotation are flipped - returning to the same position at the end.
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