Search Unity

  1. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice
  2. Ever participated in one our Game Jams? Want pointers on your project? Our Evangelists will be available on Friday to give feedback. Come share your games with us!
    Dismiss Notice

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:
    81
    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

    Unity Technologies

    Joined:
    Jun 10, 2015
    Posts:
    184
    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.
unityunity