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Spatial Animation Curves (newbie question)

Discussion in 'Animation' started by FireIce987, Mar 31, 2018.

  1. FireIce987

    FireIce987

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    Feb 18, 2018
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    7
    I'm a c4d guy and have been using Unity for a few months.

    One thing I'm accustomed to using in c4d is spatial tangents where it's easy to create and control animation paths.

    Unity's curve editor is for temporal control. Is there a way to use tangents for spatial control of an object's movements?
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
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    7,790
    Im guessing you might be describing visual splines that represent animation keys.
    There are a couple assets in the store that accomplish this.
     
  3. FireIce987

    FireIce987

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    Feb 18, 2018
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    Yes. In c4d an animation path is visualized in the viewport and one can adjust with bezier points and handles (or b-splines). I'd love the same thing in Unity. I looked around a bit in the asset store and couldn't find anything. I suppose I'll look some more.
     
  4. SpookyCat

    SpookyCat

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    You can use splines to control animated characters, for example the Dino in my Toy Room demo uses our MegaShapes bezier spline follow to control its path, the train and cameras are also using the path follow. Our asset does also have components to control Rigid Bodies on splines which can be seen in the other videos, the splines can be edited or animated or changed at runtime or create via scripting, for example I use the spline system to smooth out paths generated from NavMeshes to give my characters a more natural path moving around my levels.


     
    theANMATOR2b likes this.
  5. FireIce987

    FireIce987

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    Feb 18, 2018
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    SpookyCat, I did see your product. I'm just beginning to learn C#. How much of MegaShapes can be controlled w/out scripting--or with provided scripts--or with PlayMaker?

    Your product is more of a premium product, which might work for me as I'm interested in some of the other features.

    A few other questions:

    Does your product work with Unity's animation system or does it only work within its own plugin interface?

    -Can your flexible hose work during run-time so a player could, for instance, connect cables to devices? Or is that only a dev authoring feature/ tool?

    -I saw a video where the terrain will adjust to a race track, where the joining altitude adjustment features a profile spline. What does your product offer for road-construction compared to EasyRoad 3?
     
    Last edited: Apr 2, 2018
  6. SpookyCat

    SpookyCat

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    You dont need to use my asset there are numerous spline systems out there :) If you mean animating the spline itself that uses its own system. The hose system is designed to work at runtime and is used by a lot of people for connecting hoses between say suit and helmets or any other objects. EasyRoad is a dedicated road building system where as MegaShapes is a Lofter they are different systems, it just happens one of the uses people use MegaShapes for is roads and tracks. If you are just interested in roads then clearly EasyRoads is the place to start. We added the Terrain carving and conform to terrain as it was an often requested feature.
     
  7. FireIce987

    FireIce987

    Joined:
    Feb 18, 2018
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    Thank you for the balanced reply. I'm interested in MegaShapes. It's on my list for sure. We'll see if/when...

    I saw that one of your other products had an optional extra PlayMaker pack. Is there anything like that for MegaShapes? Or are most of the features UI-driven?
     
  8. SpookyCat

    SpookyCat

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    Jan 25, 2010
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    We did make Playmaker actions for MegaFiers as we had a lot of requests, we haven't had any requests for Playmaker support for MegaShapes, I guess there is less to do in the asset at runtime in the main lofting side of things, everything can be controlled via scripting and there is an API page on our website.