Yes, found the graph editor... been fiddling with it for a few hours. Just doesn't make any sense to me 🙂. I mean I get what it is showing, but it doesn't seem to be amenable to achieving "natural" / "fluid" in/out curves across frames... no matter what I do, the transition from one keyframe to the next either "drags" or "rushes".
re Spineboy-Pro ... smooth is the wrong word, sorry for confusing things... it's rather hard to explain actually 🙂. The transition is definitely smooth relative to the curve... it's just not natural or fluid. The best way I can describe it is that the animation "drags" or "hangs" as it eases in and out of keyframes.
Consider his idle...
At frame 20 his hip is keyed and he translates "down". As the animation moves to this key notice how it "drags" as it goes through the curve, like he's got bad knees and is finding it painful to push his weight back up to his Idle.start pose at frame 50. FWIW, the animation shows the same "drag" at frame 50.
That drag is not what you'd normally see in a natural idle animation. It makes him feel robotic or as I noted like someone with bad knees or arthritis.
Does that make sense?
What I'm looking for is a way to make sense of the curves so I can achieve natural transitions through the keyframes. The only way I've seen this done is with curve editors like that shown in Maya, or come to think of it Unity's built in curve editor works in a similar way.
I hope this doesn't seem too subtle... but I'd imagine with the current curve editor I'm able to achieve something like this...
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... but want I want is something like this...
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... how can I do that?
[EDIT]
Interestingly, Unity's "Auto" setting does a decent job of auto-generating/computing natural curves between keyframes. Would it be possible to expose this as a setting in the curve editor? If you can see the curve data internally perhaps you could generate such a curve for us?