To export all positions of limbs from a humanoid animation in Unity using a C# script, you’ll need to perform the following steps. Note that this process is somewhat complex and requires a good understanding of Unity’s animation system and scripting.
-
Access the Animation Clip: First, you need to get the AnimationClip you want to process. This can be done by referencing the clip directly or finding it in an Animator component.
-
Iterate Through Frames: Unity animations are usually defined in terms of keyframes and Unity does not provide a direct way to iterate over each frame. However, you can simulate this by updating the animation time and sampling the clip.
-
Sample Animation at Each Frame: For each frame, you need to manually sample the animation to update the bone transforms.
-
Access Bone Transforms: Once the animation is sampled, you can access the transforms of the bones you are interested in. In a humanoid rig, these can be accessed through the Animator component using GetBoneTransform.
-
Record Positions and Rotations: For each bone of interest, record its position and rotation. You may want to convert these to a global space depending on your needs.
-
Export Data: Finally, write this data to a file or another format that suits your needs, like JSON, XML, or CSV.
-
Automate for All Frames: Wrap this process in a loop that changes the animation time and samples the clip for each frame.
Here’s a rough outline of how the script might look like:
using System.Collections.Generic;
public class AnimationExporter : MonoBehaviour
public AnimationClip clip;
public Animator animator;
ExportAnimationData(clip);
void ExportAnimationData(AnimationClip clip)
// Assuming 60fps, adjust as needed
float frameTime = 1f / 60f;
float clipLength = clip.length;
var data = new List<string>();
for (float t = 0; t < clipLength; t += frameTime)
clip.SampleAnimation(gameObject, t);
// Access each bone transform
foreach (HumanBodyBones bone in System.Enum.GetValues(typeof(HumanBodyBones)))
if (bone == HumanBodyBones.LastBone) continue;
Transform boneTransform = animator.GetBoneTransform(bone);
if (boneTransform != null)
Vector3 position = boneTransform.position;
Quaternion rotation = boneTransform.rotation;
data.Add($"{bone}: Position={position}, Rotation={rotation}");
File.WriteAllLines("ExportedAnimationData.txt", data);
Important Considerations:
- This script should be executed in the Unity Editor, not at runtime.
- The frame rate (
frameTime in the script) should match the frame rate of your animation.
- This script writes data to a text file. You may want to adjust the format or the way data is exported based on your requirements.
- Ensure that the GameObject to which this script is attached has the correct
Animator component and that the animator is configured with the correct avatar and animations.
- If your animation involves IK or other procedural animations, this might not be captured accurately with this method.
Remember, this is a basic outline. You’ll likely need to tailor the script to fit your specific needs and handle any edge cases or specific requirements of your project.