Rigging Animation workflow

Hello, sorry for a silly question, but seems like I don’t understand the most basic things.

Animation Rigging works only in play mode or in animation preview mode. Either way when you move targets and joints, they are going to be resetted.

The only possible way to save this data is to copy-paste transform component data, but you can’t copy the whole pose, only one target (for example). So I have to pose my character over and over again, to copy-paste components one by one.

I don’t think it’s the proper way to work with this, probably I’m missing something here.

If somebody could shed the light on this, I’d appreciate it.

Nope this is exactly how it works, unless you are using animation preview, which is probably the prefered way of setting poses.

Or you can write your own custom editor to save the transform values.

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Alright, thanks for the answer, but it’s kinda weird, if you ask me.

@mishakozlov74 You can pose your character by the Animation clip so the pose would be a one-frame clip. The animation clip is an asset, not a scene object, so it will be saved automatically when editing even in play mode.

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Actually, that’s exactly what I’m doing. I created a few clips with different poses, and switch them by script.

I’m switching them via Animator Override Controller, but yeah idea is the same.