I have an camera with animation exported from TG3 in FBX format that I am trying to import into Maya. It's been a bit frustrating because while the Y rotation appears to be workable, the X and Z rotation present this strange result (see the image below.) I have no idea why the sudden spike up and down appears in the midst of the X and Z animations when it is not in the camera coming from the Terragen scene. In fact, both X and Z have very little rotation in general, Y having the most, but Y seems to come through okay while these are a headache.
The image shows three screen captures from the Maya Graph Editor for the XYZ rotation.
(CORRECTION to my experiments: In fact, the odd peaks, while making it look like the movement should jerk back at some point, do not cause any unexpected movement if the shape of the graph is left as-is . If the entire graph is moved as one, or if all unnecessary baked-in keys are deleted and only keys necessary to maintain the shape of the chart--with the up/down peaks--are kept, the camera movements are fine. However, for some reason if the keys involving the spiked up/down points are deleted, such as if you wanted to clean it up so it looks like a normal graph to the eye, then the camera will completely invert in going from the first key to the last.)
Anyone know what might be causing this, or is there a better way to export a camera from TG3 to get it to Maya now? Thank you.
-Y