look at the top of the model, there is a small jittering at the beginning:)
it is small but if this mesh has a bigger mesh as a child at the start it scales up and down wildly
look at this:
It could have something to do with the dimensions, and the units that are being used. Everything is using small fractional values.
It might also work better if the objects were weighted to the armature, and the exported animation was skeleton based. At the moment, it’s the objects themselves that are having their motion baked.
How can i do that?
Right now i am parenting the mesh to the bone, that is influencing it.
then i create my animation by setting a rotation (0 deg) of the controlbone in frame 0 and a rotation (-115 deg) on frame 60. Then i stash the action and export it.
Thanks for the hint, i changed the start of the animation to frame 1 and exported it again, no changes… I also tried to enable the export setting “Use current frame as object rest transformation”