From 3af4c218c0e70167db23a6303d2af30aff37d2fe Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Thu, 20 Aug 2020 23:40:50 -0400 Subject: Removed a bunch of stuff; Changes --- .../Documentation~/wf_rec_anim.md | 60 ---------------------- 1 file changed, 60 deletions(-) delete mode 100644 Library/PackageCache/com.unity.timeline@1.2.13/Documentation~/wf_rec_anim.md (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Documentation~/wf_rec_anim.md') diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Documentation~/wf_rec_anim.md b/Library/PackageCache/com.unity.timeline@1.2.13/Documentation~/wf_rec_anim.md deleted file mode 100644 index c8ffc47..0000000 --- a/Library/PackageCache/com.unity.timeline@1.2.13/Documentation~/wf_rec_anim.md +++ /dev/null @@ -1,60 +0,0 @@ -# Recording basic animation with an Infinite clip - -You can record animation directly to an Animation track. When you record directly to an empty Animation track, you create an **Infinite clip**. - -An Infinite clip is a clip that contains basic key animation recorded through the Timeline window. An Infinite clip cannot be positioned, trimmed, or split because it does not have a defined size: it spans the entirety of an Animation track. - -Before creating an Infinite clip, you must [add an empty Animation track](trk_add.md) for the GameObject that you want to animate. - -In the Track list, click the red circular Record button for the empty Animation track to enable Record mode. - -![Click the Record button on an empty track to enable Record mode](images/timeline_workflow_record_button.png) - -_Click the Record button on an empty track to enable Record mode_ - -When a track is in Record mode, the clip area of the track is drawn in red with the "Recording..." message, and the Record button blinks on and off. - -![Timeline window in Record mode](images/timeline_workflow_recording.png) - -_Timeline window in Record mode_ - -When in Record mode, any modification to an animatable property of the GameObject sets a key at the location of the Timeline Playhead. - -To start creating an animation, move the Timeline Playhead to the location of the first key, and do **one** of the following: - -* In the Inspector window, right-click the name of the property and choose **Add Key**. This adds an animation key for the property without changing its value. A diamond appears in the Infinite clip to show the position of the key. -* In the Inspector window, change the value of the animatable property of the GameObject. This adds an animation key for the property with its changed value. A diamond appears in the Infinite clip. -* In the Scene view, either move, rotate, or scale the GameObject. This automatically adds a key for the properties you change. A diamond appears in the Infinite clip. - -![Red background indicates that you’ve added an animation curve for the property to the clip](images/timeline_property_red.png) - -_Red background indicates that you’ve added an animation curve for the property to the clip_ - -![Setting a key adds a diamond to the Infinite clip](images/timeline_workflow_recording_diamonds.png) - -_Setting a key adds a diamond to the Infinite clip_ - -Move the playhead to a different position on the Timeline and change the animatable properties of the GameObject. At each position, the Timeline window adds a diamond to the Infinite clip for any changed properties and adds a key to its associated animation curves. - -While in Record mode, you can right-click the name of an animatable property name to perform keying operations such as setting a key without changing its value, jumping to the next or previous keys, and removing keys. For example, to set a key for the position of a GameObject without changing its value, right-click **Position** and select **Add Key** from the context menu. - -![Right-click the name of an animatable property to perform keying operations](images/timeline_workflow_keyframing_menu.png) - -_Right-click the name of an animatable property to perform keying operations_ - -When you finish the animation, click the blinking Record button to disable Record mode. - -An Infinite clip appears as a dope sheet in the Timeline window, but you cannot edit the keys in this view. Use [the Curves view to edit keys](crv_keys_edit.md). You can also double-click the Infinite clip and edit the keys with the Animation window. - -![An Infinite clip appears as a dope sheet](images/timeline_workflow_dopesheet.png) - -_An Infinite clip appears as a dope sheet_ - -Save the Scene or Project to save the Timeline Asset and the Infinite clip. The Timeline window saves the key animation from the Infinite clip as a source asset. The source asset is named "Recorded" and saved as a child of the Timeline Asset in the Project. - -![Recorded clips are saved under the Timeline Asset in the Project](images/timeline_workflow_clip_in_project.png) - -_Recorded clips are saved under the Timeline Asset in the Project_ - -For every additional recorded Infinite clip, the Timeline window numbers each clip sequentially, starting at "(1)". For example, a Timeline Asset with three recorded Infinite clips are named "Recorded", "Recorded (1)", and "Recorded (2)". If you delete a Timeline Asset, its recorded clips are also removed. - -- cgit v1.2.3