We have bought your tool "Animation Converter" to convert humanoid->generic animations.
During the process, we had encountered some issues and are wondering if buying "UMotion Pro" can fix it.
After the humanoid->generic animation conversion, the rotation curves on some bone transforms are broken into segments instead of a continuous curve. The yellow curve has several segments that jump from -180 to +180.
The original humanoid clip and the converted generic clip both played fine inside unity, but we exported the generic animation to FBX (using the official FBX exporter by Unity). And later opened them in MAX, and MAYA, that particular bone is flickering like crazy.
Is there anyway to fix it? Maybe some filters to auto fix -180 to +180 wrapping issue?
I have already tried AnimationCurve.SmoothTangents(), AnimationClip.EnsureQuaternionContinuity(); but that didn't fix the problem.
Thanks a lot in advance.
We are running into the exact problem. From humanoid -> generic, in Unity is ok as long as "Resample Curves" is used, but the animation doesn't work outside of Unity, since the keys in the converted animation are quaternion and not Euler interpolation.
Wondering if you have any suggestion,
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