Feedbacks for experimental feature: GameObjectRecorder (2017.1)

Serves me right for using an experimental feature I guess.

So I got my stored data to work, so well that I even just rewrote the transform stuff too and I’m not using GameObjectRecorder at all anymore… but now I have a new issue… file size :frowning: Is there any way to pass my clip through Unity’s built in animation compression for fbx files?

EDIT:
I wrote my own simple keyframe reduction(not as good as Unity’s but it’ll be fine) and for anyone else running into rotation issues this thread is very helpful: New Animationclip property names

EDIT2:
After banging my head against the wall with an editor script that reduces keyframes after the clip has been created (I’d remove keyframes and the file sizes seemed to get 2-3x bigger…?) I found that reducing the curves BEFORE assigning them to the clip made works great. Maybe this will help someone some day… maybe not.

EDIT3:
First off, if you’ve gotten this far reading my post, thank you for joining me on this journey. After several failed attempts at trying to remove gimbal lock pops from the rotation I was recording, I ended up just going back to using the recorder for transforms. There were way too many discrepancies between what I recorded vs what I was looking at in the animation window vs what was getting evaluated in the scene, and while that forum post linked above explains a lot of it, I still didn’t quite get why I was seeing pops when i was simply recording quaternion values and binding them as such.

If you’re attempting what I’m attempting, save yourself the headache and just use the recorder for Transform recording, custom data for everything else.