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Question by wouter_v · Apr 24, 2018 at 08:08 AM · animationruntimefileanimationclip

Reading anim files at runtime

I'm loading anim files from a file at runtime and would like to execute them. As far as i can see there isn't really any other way than reading the .anim file myself. I was wondering if there's any documentation on the .anim fileformat.

By analyzing a testanimation, it looks like m_EditorCurves is the way to go. But I'm not sure if it's included in every file. Especially since there's also m_PositionCurves, m_EulerCurves, m_ScaleCurves, m_FloatCurves and m_PPtrCurves. Which might be a better idea since EditorCurves seem to be how Unity maps the curves to the UI. But using editorcurves would be a lot simpler to animate since i can simply plug in the attribute, path and values into a animationclip and play that.

Sample of the editorcurves from the testanimation:

 m_EditorCurves:
   - curve:
       serializedVersion: 2
       m_Curve:
       - serializedVersion: 2
         time: 0
         value: -0
         inSlope: 0
         outSlope: 0
         tangentMode: 136
       - serializedVersion: 2
         time: 0.35
         value: 50
         inSlope: 0
         outSlope: 0
         tangentMode: 136
       - serializedVersion: 2
         time: 0.5833333
         value: 50
         inSlope: 0
         outSlope: 0
         tangentMode: 136
       - serializedVersion: 2
         time: 1
         value: -0
         inSlope: 0
         outSlope: 0
         tangentMode: 136
       m_PreInfinity: 2
       m_PostInfinity: 2
       m_RotationOrder: 4
     attribute: m_LocalPosition.x
     path: Cylinder003
     classID: 4
     script: {fileID: 0}


Any information or links about the file format or alternatives would be helpfull.

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