Thanks for the reply. totally not the answer i was hoping for as now I have a bunch of re-exporting to do. My animations are all full length, and our outsourcer's are all one frame short. Although I can't notice any skipping in engine... I have done this for pre-rendered sprites before because you obviously don't want…
You have a key set at 100 so the curve is correct but you export it at a Key Per Frame 0-99 which basically bakes the curve. Really the frame is fairly inconsequential. What will register as a pop is if your curves don't loop properly. In maya you turn on pre and post infinity curves and they should flow seamlessing…
What is best practice when exporting looping animations for use in a realtime 3d game engine? for example: looping walk cycle (frame 0 and frame 100 are identical) 1. set start frame to 0, end frame to 100, export or 2. set start frame to 0, end frame to 99, export Option 1: duplicate frame data but curves placed end on…