System Information
Operating system and graphics card
Windows 10
Processor: Intel(R) Core(TM) i7-6850K CPU @ 3.60GHz
RAM: 16.0GB
NVIDIA GeForce GTX 1070
Driver version: 388.13
Direct3D API Version: 12
CUDA Cores: 1920
Graphics Clock: 1607 MHz
Memory Data Rate: 8008 MHz
Total Available Graphics Memory: 16302 MB
Dedicated Video Memory: 8192 MB GDDR5
Blender Version
Broken since I started using Blender (roughly v2.77)
Specifically, broken currently using Blender v2.79a (Date 2018-02-21 10:41)
Short description of error
When exporting animations containing position and rotation animated data on armatures I prepared to map nicely to Unity's standard Mecanim Humanoid, the exported animation data does not really reflect the animation curves properly in Blender. In Blender, the position and rotation curves, using Bezier interpolation work great and are smooth as expected. The exported data, however, looks almost as if it was an audio signal with noise -- there are somewhat "random" little peaks and crevices that cause terrible jittering in my character (most notably in their arms and legs) when I export my character to an FBX file and turn on "Bake Animation" (so the FBX file has the animation with it). These results have been observed when importing that FBX file into Unity (Unity 5.x, 2017.x, and 2018.1's beta versions all alike), even when all animation curve re-sampling and compression has been turned off.
Exact steps for others to reproduce the error
Based on the attached .blend file -
Select the parent empty object I created called "Castle Knight". In the 3D view, you can press Shift + G to select all of its children, and then re-select the parent empty object again. Deselect the Knight's Halberd. Then with that selection of just the knight character and its armature, go to File > Export > FBX (.fbx). Here are my export settings:
Version: FBX 7.4 Binary
Selected Objects: true (checked)
Scale: 1.00 (Not applied, however! The button to its right has been unchecked)
Apply Scale: FBX All
Forward: Z Forward
Up: Y Up
Include: [Empty, Armature, Mesh, Other]
In the Armature tab,
Only Deform Bones: true (checked)
Add Leaf Bones: true (checked)
Primary Bone Axis: Y Axis
Secondary Bone Axis: X Axis
Armature FBXNode Type: Null
Under the Animation tab,
Baked Animation: true
Key All Bones: true
NLA Strips: true
All Actions: false
Force Start/End Keying: true
Sampling Rate: 1.00
Simplify: 1.00
So when I do this, everything is exported great, the NLA strips are nice and organized, the mesh is perfect in every other way, it's just that the animations end up with this weird (and very obvious) jittering and twitching throughout the entire animations.
Anyway, let me know if there's anything at all I can do to help. I really hope this can get fixed or circumvented somehow -- my games depend on this!
