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# How to convert cubic Bezier curve into AnimationCurve

I need to transfer animation from 3d party animation software (spine) in to unity. Here is how it looks in spine

according to this page

The Bézier curve array has 4 elements which define the control points: cx1, cy1, cx2, cy2. The X axis is from 0 to 1 and represents the percent of time between the two keyframes. The Y axis is from 0 to 1 and represents the percent of the difference between the keyframe’s values.

here is what I see in input data

```
[ 0.135, 0.74, 0.918, 0.17 ]
```

and this is cooridnates for **P1** = (0.135, 0.74) and **P2** = (0.918, 0.17).

for all cases **P0** = (0,0), **P3** = (1,1)

At unity side, i need to provide **outTangent** for P0 and **inTangent** for P3 which is **keyframe[0]** and **keframe[1]** in case of curve has just 2 points.

here is my calculation (which doesn't show correct result):

**i** and **nextI** is a keyframe indexes of **P0** and **P3** in AnimationCurve,

**tangentArray** is json array contains data specified above **[cx1,cy1,cx2,cy2]**

**parseFloat** custom method, i can't use default (float)cx1 or float.parse(cx1)

```
public static void setCustomTangents(AnimationCurve curve, int i, int nextI, JsonData tangentArray){
float cx1 = parseFloat(tangentArray[0]);
float cy1 = parseFloat(tangentArray[1]);
float cx2 = parseFloat(tangentArray[2]);
float cy2 = parseFloat(tangentArray[3]);
float time = (float)(curve.keys[nextI].time - curve.keys[i].time);
float value = (float)(curve.keys[nextI].value - curve.keys[i].value);
Keyframe thisKeyframe = curve[i];
Keyframe nextKeyframe = curve[nextI];
float outTangent = (cy1 * value)/ (cx1 * time);
float inTangent = ((1 - cy2) * value)/ ((1 - cx2) * time);
thisKeyframe.outTangent = outTangent;
nextKeyframe.inTangent = inTangent;
curve.MoveKey(i, thisKeyframe);
curve.MoveKey(nextI, nextKeyframe);
}
```

This is result in unity

I've already seen some similar bezier questions like The algorithm of curve in Shuriken Particle System. But 2d day can't figure out how to solve this problem, probably because my math skills is low =).

Thanks.

On Unity P0 and P3 is scaled depends of the time and value zooming, because of that original curve can be stretched in the unity curve view.

**Answer** by Ferb
·
Jan 23, 2014 at 04:30 PM

I don't really understand how Unity is doing its curves myself - or why it doesn't use plain easy-to-calculate Bezier curves. But this answer gives the following code for going from Unity Animation curves to Bezier curves - that is, getting the vectors for the two control points, c1 and c2, from the endpoints, p1 and p2, and Unity's outtangent and intangent:

```
float tangLengthX = Mathf.Abs(p1.x-p2.x)*0.333333f;
float tangLengthY = tangLengthX ;
c1 = p1;
c2 = p2;
c1.x += tangLengthX ;
c1.y += tangLengthY * tgOut;
c2.x -= tangLengthX ;
c2.y -= tangLengthY * tgIn;
```

If that's correct (and I don't know whether it is - I can't find any mathematical reference on defining Bezier curves by 'tangent lines', it just seem to be something Unity's creators have dreamt up), you can solve for tgIn and tgOut, which gives:

```
tangLength = Mathf.Abs(p1.x-p2.x)*0.333333f;
tgOut = (c1.y - p1.y)/tangLength;
tgIn = (p2.y - c2.y)/tangLength;
```

If that doesn't work, I can only suggest that you construct an animation curve consisting of a few dozen keyframes, as shown here. Then you can evaluate the Bezier curve properly yourself and just force the AnimationCurve to follow it the way you've evaluated it.

Actually, I'm sure that's what you'll have to do. Mathematically, there's no why you can represent cubic Bezier curves properly using just two endpoints and two tangents. To see why, go into your Spine editor (or go here) and make a curve with it's control points in the two corners as shown above, but its first control point somewhere on the bottom axis, and its second control point somewhere on the top axis. That curve has horizontal tangents. Now move those control points horizontally a bit - keep them on the top and bottom axis. The curve changes - but its endpoints and tangents stay the same. There's an infinite number of possible cubic Bezier curves with those same endpoints and tangents - but if its just taking control points and tangents then Unity will only represent a certain one of them, and it probably won't be the one you want.

thanks for your reply. I've seen that post. After it, probably, i do understand what is 0.33333f. Problem is that c1 and c2 is the control points of bezier curve, and x coordinates of these points are hardcoded on unity side for 1/3 of time for c1 and 2/3 of time for c2 of one keyframe. Unfortunately I have different values of x for c1 and c2 in source data, and can't directly calculate tangents for p1 and p2

just for clarification according to my first screenshot and your answers P0 = p1, P1 = c1, P2 = c2, P3 = p2.

unity animation curve,uses tangents instead of control points,because it's an Hermite curve, the Bezier curve deals with control points,however each hermite has a coresponding bezier,and the coresponding bezier for unity has the control points at 1/3,so when someone's changing in the unity's curve editor the tangents,the control points allways remains at 1/3 of its neigbour ... personally I worked only with bezier, and just calculated the control points out of unity curve's tangents ....but it should be possible to just deal with hermite as well(so only the tangents,nothing about control points), Paulius Liekis explained something somewhere else(I didn't try to verify if it's correct)...and for nicolay, if you have a bezier curve with the given control points ,I'm almost sure you can't have another bezier curve with same shape but with different control points ...I mean in the unity's case,the control points' x coordinates are at 1/3 distance ,and your control points aren't ....

**Varaughe** Thanks for reply, You right, there is algorythm to find corresponding points by bezier curve, and I've already done it. but it doesn't work for some cases. when you have control points with p1 with long x position and y with -x. something like that. p1(100000,0) p2(-100000,-10000000)

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