Hey guys, I have a question in regards to capturing footage from within Unity. I do have FRAPS, Camstudio, Marmoset, and I have built a webplayer for displaying my models… could there possibly be a way to capture frames of animation from within Unity, and have those frames be image files (particularly Tga files)? Think of rendering offline, but doing it in Real-time instead… I just need addition controls for such a thing, especially for demo reels.
You could try my Texture Helper asset on the asset store, only $20 ;D … can grab the backbuffer to a texture, to a pixmap, or to an image file, in JPEG PNG BMP or RAW memory dump formats … but not TGA.
Besides that though you can basically do like Texture2D.EncodeToPng() or whatever the call is, or there is a more recent function like CaptureScreengrab() or something.
Slightly off topic, there was a ninja camp project about recording animation snapshots that allowed replay. I believe it was working with any serialized property. I saw it working with Mecanim and Transforms on a big scale. Sorta like the Mecanim crowd demo just with steering and the ability to play backwards in time on top. Storing that as a timeline and then doing offline render afterwards would be an awesome solution. That would allow you to work with realistic frame rate and offline render the video in full res and high quality. I’ll post a link once the ninja camp site gets updated.
Yeah, I definitely need something like this since I want to show real time renders from Unity, not Marmoset sometimes… and have it render offline… and that capture script didn’t work