Hi,
I’ve managed to get Animation Rigging and Timeline to work properly using a humanoid character.
The combo AR/Timeline is a very powerful and helpful tool for creating cinematics within Unity without the need of any third party systems, which can drastically improves one’s workflow, but at the moment it lacks documentation on how to use it properly.
Just so people can get a reference, I put down a quick guide on what worked for me.
This will allow you to animate your rig during “Edit Mode” so you can visualise constraints changes,
which normally would only execute during “Play mode”.
1) Create a timeline asset in the root character gameobject, where the “Rig Builder” component is located
2) Add a base animation clip (eg idle) as the first track (otherwise character will be moved to origin)
[This might not be necessary if your character is Generic. Not sure]
3) Change in “Track Offsets” to “Apply Scene Offsets”
4) Right click your base animation and “Add Override Track”
5) To start key-framing a Rig constraint, make sure the timeline windows is locked and the “Preview” button is activated
6) Hit Record on your Override Track
7) Select the gameobject of any constraints within the hierarchy that affects the rig (eg LeftArm_target)
8) If you did everything correctly, your rig will be affected and it will move accordingly as you change its position/rotation
9) You are able to animate any number of constraints you need in a given Override Track
10) Once you’re finished just hit stop recording. You can then click the “Animation Curve” icon in the Override Track and reposition the keys as necessary. This will affect the rig even without hit recording
Any improvements in this workflow please comment.