Unity - Scripting API: AnimationClip

class in UnityEngine

/

Inherits from:Motion

/

Implemented in:UnityEngine.AnimationModule

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Description

Provides an asset that assigns animation curves to animatable properties.

  • 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 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:

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
emptyReturns true if the animation clip has no curves and no events.
eventsAnimation Events for this animation clip.
frameRateFrame rate at which keyframes are sampled. (Read Only)
hasGenericRootTransformReturns true if the Animation has animation on the root transform.
hasMotionCurvesReturns true if the AnimationClip has root motion curves.
hasMotionFloatCurvesReturns true if the AnimationClip has editor curves for its root motion.
hasRootCurvesReturns true if the AnimationClip has root Curves.
humanMotionReturns true if the animation contains curve that drives a humanoid rig.
legacySet to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ).
lengthAnimation length in seconds. (Read Only)
localBoundsAABB of this Animation Clip in local space of Animation component that it is attached too.
wrapModeSets the default wrap mode used in the animation state.

Constructors

Constructor Description
AnimationClipCreates a new animation clip.

Public Methods

Method Description
AddEventAdds an animation event to the clip.
ClearCurvesClears all curves from the clip.
EnsureQuaternionContinuityRealigns quaternion keys to ensure shortest interpolation paths.
SampleAnimationSamples an animation at a given time for any animated properties.
SetCurveAssigns the curve to animate a specific property.

Inherited Members

Properties

PropertyDescription
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

MethodDescription
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

MethodDescription
DestroyRemoves a GameObject, component, or asset.
DestroyImmediateDestroys the specified object immediately. Use with caution and in Edit mode only.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

OperatorDescription
boolDoes 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.