If you have to make it loopable, key the frame before the last frame (when
the rotation is closest to 720), and then paste the first frame key, so the
last frame does match the first, which means all your crazy rotation
happens between the second to last and last frame. Will work fine for
handing off to unity, not so much if you need to render motion blur ;)




On 27 January 2014 12:07, Will Sharkey <[email protected]> wrote:

> If its a loop, is it not a case of typing in the the rotation value for
> the first and last frame.
>
> eg. Rot Y at Frame1  is 0, Rot Y at Frame100 is 720 - then cycle with
> offset.
>
>
> On Mon, Jan 27, 2014 at 11:56 AM, Szabolcs Matefy <[email protected]>wrote:
>
>> Hey folks
>>
>>
>>
>> I have a rig based upon the man_guide.
>>
>>
>>
>> My animator created some fancy fighting movement involving full body
>> turns. The animation must be loopable, so the first and last frame must be
>> the same. However, when the last turn is made, and he tries to copy the
>> pose from the first frame to the last, the body makes funny turns. He tried
>> to use the Euler filter to make the rotation continuous, but it wouldn’t
>> help. I was thinking that maybe the rotation order should be different for
>> the body controller. I have no idea at the moment…
>>
>>
>>
>> The animation is a forward motion, with two full turns included. I can
>> send the animated rig if someone is interested…
>>
>>
>>
>>
>>
>> Cheers
>>
>>
>>
>>
>>
>> Szabolcs
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>


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