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By Design
Votes
0
Found in
6000.0.58f1
6000.2.6f1
6000.3.0b3
6000.4.0a1
Issue ID
UUM-120442
Regression
No
Rotation values flip in animation when importing FBX with a generic rig
How to reproduce:
1. Open the attached “IN-117113” project
2. Open the SampleScene
3. In the Hierarchy window, select the "R_Up_leg" GameObject (Walk -> Position -> Pelvis -> P_Pre_Up_Leg -> R_Up_leg)
4. In the Animation window, expand the Rotation parameter
5. Observe the change of the Rotation.z parameter
Expected result: The bone’s rotation animation curve remains consistent and has a smooth change
Actual result: The bone’s rotation animation curve makes sudden 360-degree flips
Reproducible with: 2023.1.0a1, 6000.0.58f1, 6000.2.6f1, 6000.3.0b3, 6000.4.0a1
Reproduced on: macOS 15.6 (M1)
Not reproduced on: No other environment tested
Note: It causes the rotation to flip from negative to positive values, such as -173 to 172, in a single frame
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Resolution Note:
The curves in the reproduction project have been imported as quaternions, and the Euler representation is only there to provide a human-readable representation of the rotation.
The lack of unrolling here is as-designed, as the quaternion curves do not permit any rotation beyond the -180,180 range.
Rotations are only imported as pure quaternions (not baked Eulers) when the rotation in the source file provides quaternion curves. If you wish to have Unity import rotations with unrolling, author your animation curves as Euler rotations in your DCC.