Hi, apologies for resurrecting an old thread, but has anyone made progress in this area? I have been working extensively with timeline for a few months, and have encountered an obstacle along very similar lines to those described by Manuel.
I need a custom timeline track that partially recreates the functionality of the default animation track; a track whose clips can blend animations and apply the result to an Animator (using an Animator as the track binding, and an AnimationClip as a behaviour variable). Even the most rudimentary example of mixing animations within the MixerBehaviour of a custom track, and applying them to a target Animator, would be amazingly helpful.
The purpose behind such a clip is to insert custom behaviour between mixing animation clips and applying them to the animator, or influence the mixing of animations based on an external factor.
One example is character locomotion; a lot of our projects involve lots of characters walking between many locations. In Timeline, this currently involves a lot of editing and tedious work with clip offsets; all of which has to be done by hand for each pairing of character and destination, and re-done any time a target location changes.
It would be great to create a custom clip with an optional target transform; which played a walk cycle normally, but also oriented the animation each frame so that its root motion carried it toward the target.
Timeline has been an invaluable tool for our team; and an in-house rule is that we don’t employ animation tools (in our cinematic experiences) that won’t preview correctly in Timeline; this allows our directors and designers to employ film editing and storyboarding techniques more directly to the experience, and allows us to choreograph entire scenes rapidly, using only Timeline.
This philosophy has proved essential - and I’ve written some excellent custom tracks for animating things like Blend Shapes and constraint targets - but its current failing is the inability to “intercept” animation on its way to the character, in order to tweak it based on something dynamic. Right now, entire timelines directing the movement of characters can become obsolete due to design or environment changes; things quickly become difficult to maintain or update in bulk.
With something like the above example, we could animate characters in timeline, but direct their movement via waypoints.
I’ve experimented with various Timeline hybrids, like using Timeline to send commands to a NavMeshAgent, or to a MonoBehaviour that tweaks animated transforms directly in LateUpdate; but these methods either violate the aforementioned preview rule, or become unreliable due to the varying playback state of Timeline.
Any input or example would be incredibly helpful, thanks for your time!