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Inverse kinematics on Timeline and animation clip

Discussion in 'Timeline' started by Gord10, Jan 22, 2018.

  1. Gord10

    Gord10

    Joined:
    Mar 27, 2013
    Posts:
    142
    Is it possible to use inverse kinematics within Timeline?

    Currently, the character's animation works independent from Timeline. He has his own Animation Controller. I move the target object with Timeline, he looks at it when I run the game.

    The problem is, I'll probably need to be using animation clips on Timeline. I couldn't make his head move when animation is determined on Timeline.
     
  2. seant_unity

    seant_unity

    Unity Technologies

    Joined:
    Aug 25, 2015
    Posts:
    1,516
    Not yet, but it is coming, possibly in 2018.2.
     
  3. Andrew-Garrison

    Andrew-Garrison

    Joined:
    Oct 3, 2012
    Posts:
    19
    I'm checking in nearly three years later. Is it now possible to use IK with animation clips in Timeline?
     
    Last edited: Jan 2, 2021
  4. DavidGeoffroy

    DavidGeoffroy

    Unity Technologies

    Joined:
    Sep 9, 2014
    Posts:
    542
    You can use the Animation Rigging package in collaboration with Timeline to have IK that's synchorinized with Timeline playback, including in the Timeline Preview.