KhronosGroup / KhronosGroup/UnityGLTF
Question - GLTF Recorder & animation clips
- Dominant language
- C#
- Stars
- 2.2k
- Forks
- 536
- PR merge metrics
- No merged PRs in 30d
Description
Hello,
I'm currently working on a animation system in unity to record and modify animation at runtime and save them in gltf format. I have several questions concerning the gltf recorder component and gltf animations.
First, is it possible to record a first animation for an object(or group) then record an other one for the same object and add it to the first glb file ? I tried to achieve this by using the OnBeforeAddAnimationData delegate to catch recorded data of the second animation then I used the OnPostExport delegate to add the animation data to the first recorded animation glb. The problem with this approach is that it's generating many errors in the glb gltf making it unreadable.
Second, is it possible to unbind animation clip from their orignal transform ? I would like to retrieve an animation clip that can be applied to any gameobject transform.
Finally, is it possible to play an animation clip of a glb file without instanciating the all scene if the orginal transform is already in hierarchy ?
This the first time I'm working with animations and gltf, any help/idea is welcome !
Contributor guide
No contributing guide indexed for this repository
Research direction
Start with the GLTF Recorder component and the mentioned OnBeforeAddAnimationData and OnPostExport delegates. The issue names no files or tests and asks three separate animation questions; a maintainer would need to define which workflow is in scope and what supported behavior or documentation would count as done.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 15/100