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Would something like a "wiring clip" solve the problem and also be a nice general improvement to the timeline?
I'm thinking of a clip that says "control property x of this object from the parameter y of another clip. It could also incorporate offsets, scaling and other arithmetical transforms.
I've also been wondering how the procedural animation controllers in 3DS Max could apply to Unity. They bear some relation to your ProceduralMotionTrack but they are composeable on top of existing clips.
The text was updated successfully, but these errors were encountered:
Would something like a "wiring clip" solve the problem and also be a nice general improvement to the timeline?
I'm thinking of a clip that says "control property x of this object from the parameter y of another clip. It could also incorporate offsets, scaling and other arithmetical transforms.
I've also been wondering how the procedural animation controllers in 3DS Max could apply to Unity. They bear some relation to your ProceduralMotionTrack but they are composeable on top of existing clips.
The text was updated successfully, but these errors were encountered: