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Question by Toxic Blob · Nov 20, 2010 at 06:58 PM · javascriptanimationcurvekeyframetangent

Tangents ignored while setting keyframes

I am setting an animation curve in the Inspector to exist between the range 0..1. Then on each instance of the prefab using that curve to create a new curve scaled to fit within positionMin & positionMax (values of which are randomised on instantiation).

So I create a new curve, scale the values and copy over the tangents and time. Unfortunately the tangents don't copy over as they are set in the Inspector, but always flat. Even if I set them to wild numbers in this loop (I've tried 0, -10 & 10) all I ever get back is flat tangents. Is this a bug, or am I doing something wrong? Any ideas on ways to do this that works?

(in javascript...)

var keyframes = new Keyframe[anim.length];
for( i=0; i<keyframes.Length; i++ )
    {
    keyframes[i].value = Mathf.Lerp(positionMin, positionMax, anim[i].value);
    keyframes[i].time = anim[i].time;
    keyframes[i].inTangent = anim[i].inTangent;
    keyframes[i].outTangent = anim[i].outTangent;
    }
var newCurve = new AnimationCurve(keyframes);
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Answer by Paulius-Liekis · Nov 20, 2010 at 08:42 PM

Ho big is your positionMin, positionMax? I think you need to scale tangents too. See my answer here how tangents are calculated:

http://answers.unity3d.com/questions/24435/how-do-i-set-animation-curve-tangents-from-script

If your value is big and tangent is small then it can look like flat tangets.

On the other hand it might be that tangentMode comes into play here...and I don't know how that works.

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