Hello,
I am looking for some guidance on how I should approach implementing spline scrubber/movement.
What I am trying to achieve is:
I want my animated target to follow a spline based on a root motion delta position (I have a walk animation that moves my character forward thus I can obtain the delta position.
I don’t mind having a separate AnimationTrack present that will drive the actual animation and blending, etc. since it isn’t straightforward to extend AnimationTrack and related classes.
So my question is:
- how should I set the position and rotation of the Animator’s GameObject? (i can handle all the required calculations)
- what should I do to allow this to be previewable as regular animations when working with the timeline?
I would appreciate some info. I’ve searched the forums, the internet, existing opensource packages (GitHub - fx-lange/unity-spline-scrubber: Unity Timeline integration for the Unity Spline package utilizing c# job system and burst compiler), and paid assets (https://assetstore.unity.com/packages/tools/animation/b-spline-path-105412) and didn’t found anything that will work correctly.