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Question by Matt-Ostgard · May 13, 2014 at 11:57 PM · c#animationcurvekeyframetangent

How do I scale an animation curve by time and value while retaining my tangent values?

I have an artist defined animationCurve that is supposed to describe how an object comes to a stop. The first key frame is at 0, 1 and the last is at 1, 0. I need to scale that curve's time by stopTime and its value by maxSpeed.

Here is a test I did:

 ///////////////////////////
 using UnityEngine;
 using System.Collections;
 
 public class AnimCurveScaleTest : MonoBehaviour {
 
     public AnimationCurve artistCurve;
     public AnimationCurve scaledCurve;
     Keyframe[] tempKeys;
     float speed = 1000f;
     float stopTime = 0.5f;
 
     // Use this for initialization
     void Start () {
         tempKeys = new Keyframe[artistCurve.length];
         for ( int i = 0; i < artistCurve.length; i++ ) {
             tempKeys[i] = new Keyframe(
                 artistCurve[i].time * stopTime,
                 artistCurve[i].value * speed,
                 artistCurve[i].inTangent,
                 artistCurve[i].outTangent
             );
         }
         scaledCurve = new AnimationCurve( tempKeys );
     }
 }
 //////////////////////////////

And this is the result:

alt text

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avatar image robertbu · May 13, 2014 at 11:59 PM 0
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Why scale the curve at all? Why not normalize your input using stopTime, and scale your output by maxSpeed?

avatar image Matt-Ostgard · May 14, 2014 at 01:56 PM 0
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Yeah thats what I'm doing currently. I'm also trying to do other things with curves, though, like combining them. I'm trying to keep it as optimized as I can during the event. This is the simplest example with the same problem, though.

If no one knows I will stick to just if statements and what not, but I'm hoping someone has an answer.

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