AnimationClip
class in
UnityEngine
/
Inherits from:Motion
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Description
Provides an asset that assigns animation curves to animatable properties.
using UnityEditor;
using UnityEngine;
static class AnimationClipWithAnimationCurvesExample
{
// This example creates an AnimationClip with a single frame that captures the pose of a GameObject hierarchy.
// The clip is saved as an asset in the project.
[MenuItem("Example/Create Animation Clip Pose From GameObject")]
static void CreateAnimationClipPoseFromGameObject()
{
var selectedGameObject = Selection.activeGameObject;
if (selectedGameObject == null)
{
Debug.LogError("Please select a GameObject to create a clip for.");
return;
}
AnimationClip clip = new AnimationClip();
var transforms = selectedGameObject.GetComponentsInChildren<Transform>();
var numberOfCurves = transforms.Length * 10; // 3 for position, 4 for rotation, 3 for scale
var bindings = new EditorCurveBinding[numberOfCurves];
var curves = new AnimationCurve[numberOfCurves];
for (int i = 0; i < transforms.Length; ++i)
{
var startIndex = i * 10;
var transform = transforms[i];
var path = AnimationUtility.CalculateTransformPath(transform, selectedGameObject.transform);
var index = startIndex;
bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalPosition.x");
bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalPosition.y");
bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalPosition.z");
bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalRotation.x");
bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalRotation.y");
bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalRotation.z");
bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalRotation.w");
bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalScale.x");
bindings[index++] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalScale.y");
bindings[index] = EditorCurveBinding.FloatCurve(path, typeof(Transform), "m_LocalScale.z");
transform.GetLocalPositionAndRotation(out var localPosition, out var localRotation);
var localScale = transform.localScale;
index = startIndex;
curves[index++] = AnimationCurve.Constant(0f, 1f, localPosition.x);
curves[index++] = AnimationCurve.Constant(0f, 1f, localPosition.y);
curves[index++] = AnimationCurve.Constant(0f, 1f, localPosition.z);
curves[index++] = AnimationCurve.Constant(0f, 1f, localRotation.x);
curves[index++] = AnimationCurve.Constant(0f, 1f, localRotation.y);
curves[index++] = AnimationCurve.Constant(0f, 1f, localRotation.z);
curves[index++] = AnimationCurve.Constant(0f, 1f, localRotation.w);
curves[index++] = AnimationCurve.Constant(0f, 1f, localScale.x);
curves[index++] = AnimationCurve.Constant(0f, 1f, localScale.y);
curves[index] = AnimationCurve.Constant(0f, 1f, localScale.z);
}
AnimationUtility.SetEditorCurves(clip, bindings, curves);
AssetDatabase.CreateAsset(clip, AssetDatabase.GenerateUniqueAssetPath($"Assets/{selectedGameObject.name}-Pose.anim"));
}
}
Properties
| Property |
Description |
| empty | Returns true if the animation clip has no curves and no events. |
| events | Animation Events for this animation clip. |
| frameRate | Frame rate at which keyframes are sampled. (Read Only) |
| hasGenericRootTransform | Returns true if the Animation has animation on the root transform. |
| hasMotionCurves | Returns true if the AnimationClip has root motion curves. |
| hasMotionFloatCurves | Returns true if the AnimationClip has editor curves for its root motion. |
| hasRootCurves | Returns true if the AnimationClip has root Curves. |
| humanMotion | Returns true if the animation contains curve that drives a humanoid rig. |
| legacy | Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ). |
| length | Animation length in seconds. (Read Only) |
| localBounds | AABB of this Animation Clip in local space of Animation component that it is attached too. |
| wrapMode | Sets the default wrap mode used in the animation state. |
Constructors
| Constructor |
Description |
| AnimationClip | Creates a new animation clip. |
Inherited Members
Properties
| Property | Description |
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
Public Methods
| Method | Description |
| ToString | Returns the name of the object. |
Static Methods
| Method | Description |
| Destroy | Removes a GameObject, component, or asset. |
| DestroyImmediate | Destroys the specified object immediately. Use with caution and in Edit mode only. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindAnyObjectByType | Retrieves any active loaded object of Type type. |
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
Operators
| Operator | Description |
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |