Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by JulianCallens · Sep 14, 2017 at 06:40 PM · timeline

TIMELINE: How to set a character’s initial position, without overriding the animation transforms?

I’m working on animation involving a soccer match, where the exact positioning and coordination between characters is paramount. The characters themselves have no logic other than an animation controller.

The trouble starts as soon as you add a character to an animation track on Timeline - its transformation is automatically set to 0,0,0.

In some tutorials, the initial position is set by recoriding some curves at the timeline itself, only that this overrides the global character’s position and rotation transforms. In principle this could be compensated for by recording more curves, but animators will realize this to be highly impractical.

Am I missing something here?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by seant_unity · Sep 14, 2017 at 07:54 PM

The position/rotation of characters in timeline falls under 2 different categories right now.

In edit mode, and at playmode/runtime on objects with no animator controller attached, the characters (local) position and rotation are defined by the animation track and clips offsets.

If a character has an animator controller on the animator, in playmode it will start relative to the position of the character in the scene.

We will be introducing a change soon where the behaviour will be available as an option on the animation track. I.e. the track will determine whether to use absolute or relative position.

You can set the offsets for a character in the either the clip offsets in the clip inspector, or the track offsets in the animation track inspector.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Darkkingdom · Sep 22, 2017 at 09:30 AM 0
Share

Please keep us updated! This feature will be really usefull :) Hate to ask, but when can we expect that option? $$anonymous$$onths or weeks?

avatar image LordCafe · Mar 23 at 02:43 AM 0
Share

all of my characters have animator with root motion every time i use timeline they get teleported or rotate but without de timeline all the animations works properly what i'm doing wrong?

avatar image
0

Answer by JulianCallens · Sep 15, 2017 at 06:13 PM

Thank you for the quick response. I’ve been trying different combinations of setting an initial position for the character before assigning it to an animation track, adding offsets to it and to the track itself.

What worked for me was to simply put the animated character within another gameobject and use it to define the initial offset. This is not ideal but will do the trick for the task at hand.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

72 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How does one adjust tree bend factor in animation timeline? 1 Answer

How to have items appear in a scene at different times 0 Answers

Missing Reference of gameObject in animation track in Timeline After Export & import .Unitypackage 3 Answers

About objects collision withlin timeline 0 Answers

Animated Scene Transitions - What is a good approach? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges