Generating AnimationCurve Based on Bone Positions During Animation | Custom Editor | Unity Tutorial

Generating AnimationCurve Based on Bone Positions During Animation | Custom Editor | Unity Tutorial

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Generating AnimationCurve Based on Bone Positions During Animation | Custom Editor | Unity Tutorial
This is part 2 of my series on third person character footstep sounds in Unity. In this video we'll create a custom editor window where we can sample an AnimationClip playback to determine the position of bones during the animation which will help us generate an AnimationCurve which we will then apply to the .fbx file's AnimationClip's Curve's array. This is probably my most oddly specific tutorial yet! ;) Part 1: https://www.youtube.com/watch?v=ojdd22mP5cE Samurai Unicorn Discord: https://discord.gg/bjfkwf9vjR Background Song: https://soundcloud.com/efreeman/tutorial-background-music-root-motion-navmeshagent Déjà Vu Xbox: https://www.xbox.com/en-US/games/store/deja-vu/9p4xcv70lftp Déjà Vu Steam: https://store.steampowered.com/app/843710/Deja_Vu/ 0:00 - Watch Part 1! 0:18 - Creating an Editor Window 1:35 - Simulating an AnimationClip on GameObject 4:09 - Generating Footstep Curve for Both Feet 8:50 - Scrub Preview Visual 9:38 - Normalize Curve 10:38 - Set Curve to Linear 11:34 - Combine Curves 13:02 - Failed Attempt at Writing Curve to Animation Clip's Curves (and Serialization Issue) 14:13 - Writing Curve to Animation Clip's Curves Successfully :) 20:35 - Creating Footstep Curve in Bulk for All Animations on Animator Controller 24:30 - Outro