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.
asked Apr 30 '15 at 06:19 PM in Using UE4
I think you need resample animation curve. You can do this in two methods:
answered May 01 '15 at 07:14 AM
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