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Rename/remove recorded animations from .playable asset

Discussion in 'Cinemachine' started by crdmrn, Sep 20, 2018.

  1. crdmrn

    crdmrn

    Joined:
    Dec 24, 2013
    Posts:
    152


    While creating a cutscene with cinemachine, recorded animations get saved insisde the .playable asset; the problem is, I can't figure out how to rename them (for keeping track of the different clips) or remove them in case i don't need them anymore. Renaming/deleting them from the timeline doesn't seem to work :S
    Am I missing something?

    Thank you and keep up the awesome work :D
     

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  2. seant_unity

    seant_unity

    Unity Technologies

    Joined:
    Aug 25, 2015
    Posts:
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    If the track is not in clip mode, right click on the track and 'Convert To Clip Track'. Then you can click on the clip and rename it's animation clip.

    upload_2018-9-20_12-40-18.png

    After doing that you may need to Save Project to the change happen on disk.

    You can also safely convert the clip back to non-clip mode afterwards.
     
  3. crdmrn

    crdmrn

    Joined:
    Dec 24, 2013
    Posts:
    152
    Cool, Thank you! And what about removing unused tracks? They seem to stay there even after i remove them from the timeline :S
     
  4. zozo36769

    zozo36769

    Joined:
    Nov 4, 2018
    Posts:
    2
    I downloaded the scene track asset but I want to use it differently. I made a motion capture suit and want to record animations through the movements i get from real life humans. I see that you added the scene track object script to the third person controller. I do not have a player controller. How can i integrate this to work with my project?












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    Last edited: Nov 5, 2018
  5. namjack

    namjack

    Joined:
    Jul 22, 2020
    Posts:
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