I’m trying to figure out if it’s at all possible for me to press play, and then record all of my main characters’ movements during runtime as a new animation clip for playback later? I feel like this is something that should be able to be done, but I honestly just don’t even know where to start…
Though it might be late now, I’ve done some script on this topic.
With this project, you can do just like you said: press play button and record all animation, and save to an .anim file, and you can even export it to .ma files for Maya.
I’m wondering if there’s any way to record Blendshapes as well? I’m looking for a way to record the iPhone X’s face tracking data from the ARKit demo in runtime.
I’d get a kick out of the chance to utilize the “Record Animation” highlight in the Game Engine where developments by a question at runtime are recorded to the protest’s liveliness, yet for only one protest and not for the whole scene. Is it conceivable? On Demand Animated Explainer Videos - #1 Best Value Video Production | Flamingovideo
For anyone finding their way in here, these are the things you have to think about.
__1: Objects in maya should not be “frozen” in their relative spots, So an arm, for example, should be moved to 0,0,0 then frozen, then you can move the arm back up to where it should be. Don’t know if that matters.
__1.2: I refrained from having a hierachy in the cut out character. So hand is not child of elbow which isn’t child of upperArm etc etc. The ma file is just the cut out pieces, no containing group, no nothing.
__2: I gave up on an actual character. Instead I made a “cut out” character where the things I want to record has been cut out of the actual character. Then with playmaker (unity tool) I “get pos, get rot, set pos, set rot”, on every single one of the limbs every frame, so they follow the joints of the character 1:1. Lo-fi, but it works.
__3: the recorded .ma file will make Unity crash, so don’t let it start to import it. I move it out of the project immediately after recording. you have to set the export path to outside unity project.
__4: Use the .ma exporter. FBX does not help you set it up. Ma exporter has nice buttons and features. Remember to activate debug, so you can see when the thing actually records!
__5: The recorder takes a snap shot of the positions every frame, so when the game starts to slow down it seems like animation will go faster in the recorded footage. Because there is longer between steps in-game, but still only one time step between the recorded frames.