hi there, When I create a looping animation like an sword swing or an pick axe dig, where the start and end frames are the same, the rotation of my hands normally end up (last frame -1) with an offset in the curve editor which leads to an wiggle when the hand rotates to the last frame. Visually the hand can look like there…
Maybe we can see a screenshot of your curve editor. A rotation offset is fine because the game engine will use quaternian values for interpolation. With that said you should still be able to get smooth looking rotations in Max.
hi monster! [img]http://www.imagesload.net/img/animation curves.jpg[/img] problem is the animation is baked .. so the wiggle would be backed doing this for unity..
sorry to get this thread back from back down but I'm still struggling with this. This time I made some gifs. Maybe this demonstrates what my problem is in a clearer manner. The problem occurs when the curves cross each other I guess. The point is.. it does matter if I rote x y or z first and x y or z 2nd and x y or z last.…
That's called gimbal lock. It happens with Euler controllers. http://en.wikipedia.org/wiki/Gimbal_lock Select all the keys for the hand and use the Euler Filter tool in the Curve Editor. Should fix the problem. http://help.autodesk.com/cloudhelp/2015/ENU/3DSMax/files/GUID-01BDE1CF-C3C4-4D71-8A5E-3D18D9082325.htm In severe…