Does unreal resample your fbx animation at import?
I have a skeletal animation that has some keyframes really close together (1% of 60fps) There are some bones that need to snap back to a position so fast so you can't see them move. But when I import the animation in unreal it seems to discard the keyframes that where close together. Unreal seems to resample the animation at import at 60fps or something. Is this something I can switch off? thanks, Arjan
asked Oct 12 '14 at 10:35 AM in Using UE4
Hello, yes UE4 resamples animation, so if you have multiple keys close each other, it won't work correctly. The best way is to increase sample rate as you noticed. (Make sure you don't have "Import using default sample rate", which samples 30 fps)
This is a known issue but fixing this isn't high priority for us yet because evaluating random curves in run-time is more expensive (right now everything is linear). I think what we can try first is to import curve but allow you to modify resample rates in editor. I'll add this to roadmap in trello.
Either way, the major problem seems still how long it takes to import long animation. I think we can probably profile and see where that time comes from and optimize. If you have any idea on this part, please let us know.
Playing isn't much of issue since we use linear to interpolate fixed sample points, so it doesn't matter how long it is. It only is problem with memory since you have to sample a lot of points.
answered Oct 27 '14 at 08:01 PM
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