Slo mo is a pretty specific edge case but that falls under the "...as long as you don't interpolate between those values." part that can be a headache, lol. Most engines have interpolation settings, Unreal has them on anims, montages, blendspaces and I think on aim offsets. If interpolation is set to 0 the clips just play…
Maya defaults to Independent Euler for rotation curves, it keeps track of total turns, multiples of 360. Euler Filter command in Graph Editor will attempt to smooth out the rotation curve so controllers don't rotate full 360 between key frames. Works most the time. Game engines will generally figure that out when…
Hello! I'm a newbie when it comes to the technical aspects of 3D animation so I was wondering how to pull it off that a character makes some kind of backflip or turns around and the rotation values are shooting up somewhere into the 360+ area. Is it supposed to be like that? Is there some smart secret workflow trick that…
Thanks so much for explaining it so well!! I understand everything so much better now i really appreciate it. I just exported a baked animation to Unity and it worked out just fine!
If you bake animations, a key per frame, it shouldn't be an issue. 360 is the same as 0 as long as you don't interpolate between the two values. So technically it snaps from 360 to 0 but no one ever sees it move because it happens for two frames. If you really needed to micro manage it in Maya, you would just set two keys,…
Just saying that e.g. Unity does interpolate by default and e.g. in my game the speed of attacks is bound to skill-values which can change. So dealing with 360°-resets will result in nasty flips as long as you're not doing freaky stuff like writing a handler script which does the trick (not saying I did something like that…
But isn't this a bit too simple? Assume you go into slow motion in "this" game: the engine would have to heavily interpolate between the key frames - even with baked frames. What happens then?