Animation interpolation causes jitter between frames
I'm animating a character in Maya that has its head pop off and then returns to its body during the animation. I'm doing this in Maya by space switching from the neck (follows body) to the world (popped off and not following body). It looks fine in Maya, but when I import it into UE4 the head jitters a ton. The GIF below doesn't do it justice, it looks much worse when in UE4.
I understand that animation isn't technically based on frames and actually utilizes the delta time, so is there a way to fix this? I should mention that my animation curves are smooth, so no matter the frame rate, the animation looks correct in Maya.
asked Jan 10 '17 at 05:07 PM in Using UE4
I found a work around to this, it is a MAYA (3d package) joint problem not a UE4 or game engine problem.
If you go to settings in maya and change from ntsc to miliseconds you will also be able to see the jittering in maya as it begins to interpolate between the keys.
There is a single (or multiple - lord help you) offending joint that was not oriented/frozen during the rigging process among countless other possible problems that cause this.
HOW TO FIX
There are two ways
1 THE PROPER FIX
Fix the offending joint in the rig source file, be it orientation, rotation order, or unfrozen rotations on the joint etc
2 THE LAZY FIX
The lazy fix makes the animation very heavy, baking to miliseconds balloons animation data considerably
So because baking on milliseconds is kind of daft, I found if you bake a locator to the offending joint as well, then constrain that joint and zero out the locators rotations to force the joint to bake out as if it had zero rotations, then you can happily bake in fps instead of milliseconds
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