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Question by TreasureMap · Nov 07, 2014 at 11:13 AM · animationrotationtextureuvanimationcurve

Unity4.5 AnimationCurve - Is the property "_MainTex.rotation" valid ?

I have imported uv animation curve data from maya into unity (via fbx custom properties).

Once the data is imported into unity, I apply the curve data to an animation clip, using the respective animation curve properties: _MainTex.offset, _MainTex.scale, _MainTex.rotation.

When I run my scene and play the clip, the offset and scale properties affect the main texture appropritely, but I don't see any rotation happening.

(Yes, I have all the necessary data set, and can see the data in the legacy animation editor)

I have seen code samples on the net using the _MainTex.rotation property for anim curves.

Question: Is the animation curve property _MainTex.rotation valid and usable ?

If so, are there any rules or quid pro quo that must be adhered to in order to use it ?

[Example Code]

 void ApplyCurveToClip (AnimationClip clip) {
     AnimationCurve curve = AnimationCurve.Linear(0, 0, 1.8, 360);
     curve.postWrapMode = WrapMode.Loop;
     clip.SetCurve ("", typeof(Material), "_MainTex.rotation", curve);
 }


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