AnimationClip
class in
UnityEngine
/
Inherits from:Motion
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Description
Provides an asset that assigns animation curves to animatable properties.
The Animation component and the Animator component use the AnimationClip asset to animate GameObject and Component properties.
Supported Animatable Types
When you create an AnimationClip asset with an Animation component, you must set legacy to true. Use the Animation component to animate the following public or serialized properties for a GameObject or Component:
- float values
- boolean values (casted to float)
- integer values (casted to float)
- discrete integer values (using the attribute DiscreteEvaluationAttribute and reinterpreted to float)
For legacy clips, use the AnimationClip.SetCurve method to assign new curves in the Editor and at runtime.
When you create an AnimationClip asset for an Animator component, you can animate the following public or serialized properties:
Curve creation
In the Editor, it is recommended that you use the AnimationUtility.SetEditorCurve and AnimationUtility.SetEditorCurves methods to assign one or many AnimationCurve objects for each float property and each boolean, integer, or discrete integer reinterpreted as a float.
In the Editor and at runtime, you can use the AnimationClip.SetCurve method to assign an AnimationCurve to an animation clip.
You can also modify an animation clip at runtime but this modification is only recognized by the Animation component. The Animator component requires that clips are compiled to an optimized representation and this compilation process is not available at runtime.
Use the AnimationUtility.SetObjectReferenceCurve and AnimationUtility.SetObjectReferenceCurves methods to create and assign new ObjectReferenceKeyframe arrays of Object reference properties. Note: This is only supported by the Animator component.
Curve query
Use the AnimationUtility.GetEditorCurve method to retrieve an AnimationCurve for a float property.
Use the AnimationUtility.GetObjectReferenceCurve method to retrieve an ObjectReferenceKeyframe array for an
Object reference property. Note: This is only supported by the Animator component.
Animation Events management
In the editor, use the AnimationUtility.SetAnimationEvents method to set or replace the AnimationEvent array for the AnimationClip.
Use the AnimationUtility.GetAnimationEvents method to retrieve the AnimationEvent array from the AnimationClip.
Additional resources: Animation, Animator, AnimationCurve, ObjectReferenceKeyframe, AnimationEvent
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 |
| GetEntityId | Gets the EntityId of the object. |
| 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. |
| 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. |