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Question by satoshi · Sep 29, 2010 at 02:58 PM · animationrecording

Recording animations

Please see the URL below. http://www015.upp.so-net.ne.jp/kira-kira/recording_sample.html

Click "Record" button, and click or drag on the screen. Then, click "stop" button.

click "play" button to see your replay.

In this sample, the position is recorded correctly, but the rotation is not. I dont know what is wrong with my code.

Help me please...

the code is like below.

function startRec() { posXCurve = new AnimationCurve(); posZCurve = new AnimationCurve(); rotXCurve = new AnimationCurve(); rotYCurve = new AnimationCurve(); rotZCurve = new AnimationCurve(); rotX2Curve = new AnimationCurve(); rotY2Curve = new AnimationCurve(); rotZ2Curve = new AnimationCurve(); recStart = true; isRecording = true; }

function stopRec() { print("STOPPED!!"); isRecording = false; clip1.SetCurve("", Transform, "localPosition.x", posXCurve); clip1.SetCurve("", Transform, "localPosition,z", posZCurve); clip1.SetCurve("", Transform, "localRotation,x", rotXCurve); clip1.SetCurve("", Transform, "localRotation,y", rotYCurve); clip1.SetCurve("", Transform, "localRotation,z", rotZCurve); clip1.SetCurve("_d_camera", Transform, "localRotation,x", rotX2Curve); clip1.SetCurve("_d_camera", Transform, "localRotation,y", rotY2Curve); clip1.SetCurve("_d_camera", Transform, "localRotation,z", rotZ2Curve);

 obj.animation.AddClip (clip1, "aniMo");

}

function playAnim() { obj.animation.Play("aniMo"); }

function FixedUpdate () { if(recStart) { nowTime = 0; recStart = false; }

 if(isRecording){
     posXCurve.AddKey(nowTime, mainObj.transform.localPosition.x);
     posZCurve.AddKey(nowTime, mainObj.transform.localPosition.z);
     rotXCurve.AddKey(nowTime, hRotObj.transform.localEulerAngles.x);
     rotYCurve.AddKey(nowTime, hRotObj.transform.localEulerAngles.y);
     rotZCurve.AddKey(nowTime, hRotObj.transform.localEulerAngles.z);
     rotX2Curve.AddKey(nowTime, vRotObj.transform.localEulerAngles.x);
     rotY2Curve.AddKey(nowTime, vRotObj.transform.localEulerAngles.y);
     rotZ2Curve.AddKey(nowTime, vRotObj.transform.localEulerAngles.z);

     nowTime = nowTime + Time.deltaTime;
 }

}

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avatar image belut · Sep 05, 2011 at 02:09 PM 0
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please share how you solved rotation problem I have the exact same problem.

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Answer by satoshi · Sep 29, 2010 at 03:33 PM

I solved this myself....

Thank you.

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avatar image Mattivc · Mar 31, 2011 at 08:56 AM 0
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If you solved the problem yourself, pleas share how you did so. So others with the same problem can figure it out as well.

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Answer by Cats · Dec 30, 2011 at 02:51 AM

The code is working for me if I change the part where it adds Keyframes in the update function.

I changed:

 rotXCurve.AddKey(nowTime, hRotObj.transform.localEulerAngles.x);
 rotYCurve.AddKey(nowTime, hRotObj.transform.localEulerAngles.y);
 rotZCurve.AddKey(nowTime, hRotObj.transform.localEulerAngles.z);

To:

 rotXCurve.AddKey(nowTime, mainObj.transform.localRotation.x);
 rotYCurve.AddKey(nowTime, mainObj.transform.localRotation.y);
 rotZCurve.AddKey(nowTime, mainObj.transform.localRotation.z);


mainObj is the same GameObject that is being used when you add keyframes to the position curve and it is recording the localRotation instead of the localEulerAngles.

Sorry if the formatting is a bit off and I hope this will fix you're problem.

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Answer by Cats · Dec 30, 2011 at 03:23 AM

if(isRecording){ posXCurve.AddKey(nowTime, mainObj.transform.localPosition.x); posZCurve.AddKey(nowTime, mainObj.transform.localPosition.z); rotXCurve.AddKey(nowTime, hRotObj.transform.localEulerAngles.x); rotYCurve.AddKey(nowTime, hRotObj.transform.localEulerAngles.y); rotZCurve.AddKey(nowTime, hRotObj.transform.localEulerAngles.z); rotX2Curve.AddKey(nowTime, vRotObj.transform.localEulerAngles.x); rotY2Curve.AddKey(nowTime, vRotObj.transform.localEulerAngles.y); rotZ2Curve.AddKey(nowTime, vRotObj.transform.localEulerAngles.z);

         nowTime = nowTime + Time.deltaTime;

}

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Answer by chmo · Feb 22, 2012 at 09:59 PM

hi... when i am trying to play ma animation an error appears saying

Key count: 1 on curve '_d_camera' UnityEditor.DockArea:OnGUI()

any suggestion???

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Answer by rolandha · Mar 08, 2012 at 12:16 AM

you are mixing up localRotation and localEulerAngles for recording and storing

and float comparison is never a good idea: http://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/

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