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FBX Import of rotations with spin >360 lost

I have an FBX with animation where rotation goes >360 degrees. It spins around several times.

In Maya I have exported with and without baking, both Euler and Quaternion interpolation and nothing works. I know the FBX is good as I can reimport it back into Maya and things look fine.

Unreal is clamping the rotation keys or internally converting to quaternions incorrectly.

I can't find any setting on import or in the compression settings to maintain Euler rotation.


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asked Apr 30 '15 at 06:19 PM in Using UE4

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Jeff Lander
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I think you need resample animation curve. You can do this in two methods:

  1. Baking in MAYA - Edit -> Keys -> Bake Simulation Options

  2. In FBX Export dialog - Bake Animation -> Resample All - check

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answered May 01 '15 at 07:14 AM

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avatar image Jeff Lander May 18 '15 at 04:39 PM

I did get this to work. Custom scripting to bake and also needed to add some stuff for the scale compensation in Maya. Don't exactly match maya perfectly but works close enough.


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