how can I access the curves on animation clips?
is it AnimationClipCurveData.curve?
or is it ClipAnimationInfoCurve.curve?
how would I get them
how can I access the curves on animation clips?
is it AnimationClipCurveData.curve?
or is it ClipAnimationInfoCurve.curve?
how would I get them
For each of the curves in your animation, create a float parameter in the AnimatorController that has the same name as the curve, remember that this is case-sensitive as well. This parameter will automatically receive the curve data. Then you only need to call:
Animator.GetFloat("Curve1") or Animator.GetFloat("Curve2")
to get the current value of the appropriate curve at runtime. Unless I misunderstand what you are trying to do here. Hope that helps you out.
Cheers,
TrickyHandz
You can’t get curves from a clip at runtime, you can only evaluate the clip.
In the editor, you can use Unity - Scripting API: AnimationUtility.GetEditorCurve to get curves from a clip.
Thanks, guys.
I just had an idea and would be experimenting with rotating the capsule of a controller based on the animation (positioning like in rootmotion probably would not work with collisions as it is translation).
AnimationUtility.GetEditorCurve
this is obscure to me. how would I use it?
based on
public static AnimationCurve GetEditorCurve(AnimationClip clip, EditorCurveBinding binding)
and
EditorCurveBinding.path
EditorCurveBinding.propertyName
this property is the property of animation like here (the transforms of an object being animated)?