Hello,
I’m working on animation mirroring system. (e.g. character waves with his right hand, but I want to automatically create an opposite animation where he waves by his left hand.).
What I do, is go through all the curves and flip their values accordingly(depending on mirroring axis, and bone pairs). However, I’m not sure what to do with inTangent and outTangent values of the curves?
Setting them to zero, and my animation doesn’t look right. Doing curve.SmoothTangents with weight=1, creates “okay” tangents. That is, the animation curve is very similar to the original one, but hardly the same. (I’ve tried setting the weight to 0, 0.5, and 2, and those look pretty bad)
I want to know how to calculate those tangents? The Unity obviously calculates them during import somehow.