we're baking from a rigged skeleton to fk keys in maya, but the curves are doing some crazy stuff- sections are jumping 90 or 180 degrees then continuing as normal, resulting in really fragmented curves. with a key every frame it looks ok because the bones rotation all counteract eathother, but when the curves are resampled to reduce the keyframes, the interpolation causes some heavy flipping.
does anyone have experience with this workflow? it's really doing our heads in, we need a way to get clean baked curves from a rig setup
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