Newyellow
Newyellow
Don't use it, it's just a beta version. Use Unity's official FBX exporter package instead: https://docs.unity3d.com/Packages/[email protected]/manual/index.html
The format of an animation is simple, just a name (the target transform's name) and values (frame number, xyz values). In most of the cases, Unity record a transform's animation...
Or another way to do this, is to record the humanoid animation with my recorder. But instead of using my FBX exporter feature, you record into unity .anim file format...
Thanks for the report! The naming issue is due to the naming limitations on the operating system though (windows / osx). Because the system not allowed characters like ':' or...
Sure, please feel free to make a pull request when you done, I will definitely look into it. When I was doing the FBX part, I found there are some...
@smarcosanderson alright I will do some test today!
@smarcosanderson thank you, I definitely check them out. I've done some test with the Unity's FBX Exporter , but it seems that humanoid animation is not supported for now (do...
@Schaggo try remove clip.EnsureQuaternionContinuity (at line 185) in the UnityAnimationRecorder.cs https://github.com/newyellow/Unity-Runtime-Animation-Recorder/blob/master/Unity%20Runtime%20Recorder/Scripts/UnityAnimSaver/UnityAnimationRecorder.cs
Well, this project still needs some work to be a "complete tool". For now, it still needs some customization to fit every case. For example, recording in Update, FixedUpdate or...
sounds great! i will look into the codes soon, thanks!