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Question by SP0KK0 · Dec 14, 2012 at 10:32 PM · animationcurvelinear

Flattening unity animation curves

hey

I don't know how to make both sides of each key in an animation curve linear, I will show you what I mean, First I make a animation curve like so:

 var curve =  new AnimationCurve(Keyframe(0, 0), Keyframe(24, 1))

And then I add a key to it like this:

 curve.AddKey(12,1);

This leads to this:

alt text

The problem is I don't want it like that I want all the lines between the keys to be straight, like this:

alt text

I know you can do this by right-clicked on each key, then clicking "both tangents" and then clicking linear. But I want to know if I can do this via script.

I thank all replies I get in advance.

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Answer by Varaughe · Oct 11, 2013 at 06:33 PM

Instead of just "curve.AddKey(12,1);" try this:

//btw this is C#

Keyframe prevKeyframe = curve[0];
Keyframe nextKeyframe = curve[1];
Keyframe keyframe = new Keyframe(12,1);
keyframe.outTangent = (nextKeyframe.value - keyframe.value)/(nextKeyframe.time - keyframe.time);
keyframe.inTangent = (prevKeyframe.value - keyframe.value)/(prevKeyframe.time - keyframe.time);
curve.AddKey(keyframe);
prevKeyframe.outTangent = keyframe.inTangent;
nextKeyframe.inTangent = keyframe.outTangent;
curve.MoveKey(0,prevKeyframe);
curve.MoveKey(2,nextKeyframe);

or a little more elegant solution :

Keyframe prevKeyframe = curve[0];
Keyframe nextKeyframe = curve[1];
Keyframe keyframe = new Keyframe(12,1);
AnimationCurve animCurve1 = AnimationCurve.Linear(prevKeyframe.time,prevKeyframe.value,keyframe.time,keyframe.value);
AnimationCurve animCurve2 = AnimationCurve.Linear(keyframe.time,keyframe.value,nextKeyframe.time,nextKeyframe.value);
//now just merge the 2 curves
keyframe.inTangent = animCurve1[1].inTangent;
keyframe.outTangent = animCurve2[0].outTangent;
curve.AddKey(keyframe);
prevKeyframe.outTangent = keyframe.inTangent;
nextKeyframe.inTangent = keyframe.outTangent;
curve.MoveKey(0,prevKeyframe);
curve.MoveKey(2,nextKeyframe);

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