Maya Quat Rotation Interp Issue

Hey all!

I’m currently working on a Rubiks cube rig and it’s almost working, but the only issue is that it relies on the animation curves being set to interpolated via quaternions (via cmds.rotationInterpolation, or this menu), and Maya doesn’t seem to save those anim curves properly in the scene.

I tested on a brand new scene and it seems that once you start rotating an object by large amounts, twisting in every which way (as you would on a rubiks cube), the animation doesn’t display the same when saving and re-opening the file. It seems to actually be changing the numerical values on the rotation attributes themselves.

Before saving : Screen capture - afee1deb3ae896d54964caef6709fd7a - Gyazo
After saving & reopening : Screen capture - fcd64e27267b30f226805bdb1d8a61c9 - Gyazo

Has anybody else ran into this issue? Are quaternion anim curves just broken, or am i loosing my mind doing this wrong?

Not sure how you are rigging the cube (looks pretty cool) ,but how about building the rotation with an Aim constraint/Aim matrix , instead ?
Or you can try converting your setup using a euler to quat, do the twisting, then convert back to euler or you can even keep it as quaternion connections?

just a suggestion.