I have an AnimaitonClip (_myAnimation) with this values:
How do I access them via script?
Why this doesn’t work?
var bind= AnimationUtility.GetAllCurves(_myAnimation);
string propertyName = "localEulerAngles";
foreach (var VARIABLE in bind)
{
EditorCurveBinding xBind = EditorCurveBinding.FloatCurve(VARIABLE.path, typeof(Transform), propertyName + ".x");
EditorCurveBinding yBind = EditorCurveBinding.FloatCurve(VARIABLE.path, typeof(Transform), propertyName + ".y");
EditorCurveBinding zBind = EditorCurveBinding.FloatCurve(VARIABLE.path, typeof(Transform), propertyName + ".z");
float x_value, y_value, z_value;
AnimationUtility.GetFloatValue(this.gameObject, xBind, out x_value);
AnimationUtility.GetFloatValue(this.gameObject, yBind, out y_value);
AnimationUtility.GetFloatValue(this.gameObject, zBind, out z_value);
}
x_value, y_value, z_value should be my values because GetFloatValues “Retrieves the current float value by sampling a curve value on a specific game object.”, however the values are from the current model rotation instead…
It’s because I can’t get the curves in runtime? (Accessing keyframes from an animation - Questions & Answers - Unity Discussions)
What are my alternatives to achieve this? Any ideias?