FBX: Export raw animation curves (unbaked)
Now this is mostly a problem for game devs, I think. I ran across this in Unity today and didn't expect it to be the case. Animation curves can only be exported baked or not at all.
For moderately complex rig setups and upwards this is absolutely fine, in fact ideal. When bones are driven by outside constraints you want only the finished curves to be exported.
Where The system fails, though, is in simple animations. Think about a setup where a trap door opens and a box falls out. Just three objects animated by hand with simple, few curve points set up. Unity likes fewer curves as they are easier to handle and seem to have less impact on performance. A raw animation doesn't need to be simplified any more. It is simple already. A baked animation needs to be simplified by UNity and will still have a LOT more keys on each curve than the original aniamtion.
The other thing is that an imported animation can be copied into a Unity internal, editable animation. With baked keyframes, often small but very noticable rotational errors can be introduced that way.
Last but not least that way it lessens the possible use for Blender as a final cleanup step for importing raw data like MoCap. Even if cleaned on export it will be quantified again.
TL;DR - FBX Export is lacking an option to export simple and clean animation curves, especially useful in gamedev (from my perspective).
2 Comments
2 years... oh well. This is realy important for simple animations
I hope they will work on this. Because every keyframe is baked, I have to do clean up in another software (3dmax). I wish they have the same feature in 3dmax fbx export where in baking animation you can select or unselect Resample All. When unselected, only keyframed transforms are baked.