Adding cyclic modifier changes my interpolation

Wondering if anybody knows what the heck is going on. I'm trying to cycle my animation, but every time I add the modifier to a particular bone the curve changes from the smooth Bezier to a step-looking constant. It reverts back to the normal curve once I delete the modifier. Some Screen grabs are here: Before https://www.dropbox.com/scl/fi/ddx97gngnpdl0unmmsv7p/After-cyclic-modifier.png?rlkey=w1uwku4aywzcn2t95ggbwr4l1&dl=0 After https://www.dropbox.com/scl/fi/zvxuxwsfxww1nggfz04i7/Before-cyclic-modifier.png?rlkey=v1z0drwxnhl5ro9km5d5iv264&dl=0 And it only does this for the x and y channels (rotation) The modifier works normally on the z channel of the same bone. Any clues?
1 love
Reply
  • Martin Bergwerf replied

    Sorry Dolph,

    I haven't got a clue. Probably Wayne will know. If you like, you can post a link to your .blend file here.

    1 love
  • Adrian Bellworthy replied

    Hey redorkulator,
    Check the F-Curve setting in the right side panel of the graph editor,
    Under Active Keyframe the interpolation should say Bezier.
    If not, with all the keyframes selected, hold down the ALT key and change it to Bezier.

    1 love
  • Dolph Kawalec(redorkulator) replied

    Thanks Spikey,
    It's set to Bezier. Everything seems to match the z channel and all the other bones that are working OK. I haven't found anything else that is giving me the issue in the rig (yet) but I've been going through it a lot. I think I'm going to try it in an earlier version of Blender. Could be a bug? maybe?

    1 love
  • Dolph Kawalec(redorkulator) replied

    So, I think it has something to do with the values being so small. All the curves that are doing this are moving less than .001 in a given direction. I was going through and converting all my actions to cyclic and I think these are just micro-movements that go keyed in when I was just trying to work in one axis.

    Long story short. I'm going to ignore it unless it affects the animation visually. Thanks for the help guys!

    1 love
  • Martin Bergwerf replied

    Oh, that sounds plausible...especially if it's about (or less than) .001° (you mentioned it was in Rotation Channels). This gets calculated in Radians, if I'm not mistaken, so that might cause rounding errors, similar to situations like:

    Monkey Glitch.png

    or:

    Far Away.pngl

    1 love
  • Wayne Dixon replied

    Hi Dolph,

    sorry it has taken me a while to get to this question (it's a crazy time of year)

    You are correct in the fact that it has something to do with the values being so tiny.
    I believe that the cyclic modifier lowers the drawing resolution of the curves so it's easier for the computer to play at speed.
    This will only make a visual difference and not affect the actual animation.
    However, the values you are looking at are super tiny and really won't be seen at all.  So it can safely be ignored (as long as the first and last keyframes are the same)

    If it does visually annoy you though, you can scale all those keys vertically to the same value.
    Hope that makes sense.

    Happy holidays.

    2 loves