If not and I want to have completely procedurally generated animations at runtime:
create animationClips
add animationCurves
add or change keyframes to those curves
blend and use these completed animations in an animator or playable to blend
or something equivalent to those steps in terms of flexibility.
Is that possible yet?
And lastly, is there any way to add parameters and conditions at runtime?
The documentation is right.
If you want to create animation clip at runtime you need to use the Animation component.
Nope, a controller can only be changed in the editor, if you need flexibility at runtime you’re choice are either the Animation component or the playables.
Thanks for the info. Ok, so last question - Before I roll my own, I just want to verify, there are no equivalents to transitions and state machines for Playables at the moment or coming in the next version, correct?
Short answer is no but …
Transitions and statemachine are a concept used in a controller, and the controller under the hood is implemented with playables.
What is a transition? simply a blend between animation clips, so you can roll you own transition system with a AnimationMixerPlayable connected to two AnimationClipPlayable.
Of course you also need to take care of the timing: when the blending occur and under which condition. This is what the statemachine does for you.
So the long answer is you have all the tools that the controller use to roll you’re own version.
So basically the workaround to runtime animationclips (non legacy), is to use legacy animtionclips with the playable system? (assuming animation component would require alot more work for transitions?)