I have a data file that contains a “timeline” of motion vectors that I want to use to generate animation for a character. I need to be able to jump to random points in time, which I’m not sure I can do with the animator; I’m assuming things like blending is dependent on the changes of the animator parameters from one sample to the next.
My current idea is to feed the animator the timeline of parameter changes (not in real-time) and record the character transform with each update. The final result would be a cache of what the animator generated for the given sequence it processed. Ideally I could write this to disc and load the animation at the appropriate time, but if I had to create the cache and read from it during the same game session that’s okay.
Has anyone ever tried to dynamically create an animation clip? I’m not sure it’s possible. Any thoughts on how to do this or how to jump in time while using the animator is appreciated.