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Does the New Timeline Accept Keyframe Animations and Shape Keys?

Discussion in 'Timeline' started by FGPArthurVII, Jul 25, 2017.

  1. FGPArthurVII

    FGPArthurVII

    Joined:
    Jan 5, 2015
    Posts:
    106
    The new timeline makes easier for us to use premade animations (the .anim files) sequenced and smoothly between each other in a cutscene animation, making it much easier than using the traditional animation "timeline". But let's suppose I want to make a cutscene that uses new movement animations, ones that are not not premade nor used in-gameplay and they will happen only once, at that given moment, at that given cutscene. In this case I would need to make the new movement at that moment. Does the new timeline support Bone, Inverse Kinematic(IK) and/or Shape Keys keyframing?

    Thanks;
    Arthur
     
  2. thierry_unity

    thierry_unity

    Joined:
    Jun 10, 2015
    Posts:
    187
    Hi Arthur,
    Tell me if I'm wrong, but from what I understand of that question, you might have missed one of the feature of the animation track, which is the recording phase.
    here is an example with a simple cube (could be applied to an humanoid) : record.gif

    Technically you could record keys on shape blends, bones etc...

    Does that helps? Otherwise, maybe an example of what you want to achieve would help us have a better understanding of the issue.
     
    cmyd likes this.