Hello again! We’re trying to animate some characters with separately-produced **facial **and **body **animations, and historically we’ve used override animation tracks to do this for Unity WebGL. The Needle documentation notes clearly that neither Animator sub-states nor Timeline sub-timelines are currently supported, which is understandable, so we’re preparing to make our peace with that and start manually combining .anim files.
But I had to ask anyway - is there any workaround we haven’t thought of, or any hope for Override Track support in the next few weeks? For example, we’ve tried multiple animation tracks with non-intersecting avatar masks, but that didn’t seem to do the trick. Thanks as always!
About Override tracks: they have been requested on github once i think (i think there is an open issue) but they are currently not planned to be implemented anytime soon (if ever to be honest, if there is enough interest but probably not in the near future)
Control tracks are supported yes but animating the same object with multiple timelines will most likely still not work since every timeline has their own mixer. I dont think i have tried that tho
@sjkl since UnityGltf is a dependeny of our integration - - you have it already! Simply make a GltfRecorder track in your timeline, add a recorder clip, set root & path and press play. You’ll have to turn off “override enter playmode” in Needle Engine settings so it can be baked
Yep, let me know how it goes. If you want to do it in a project without Needle Engine you can add our registry (https://packages.needle.tools) with scope (org.khronos) and package (org.khronos.unitygltf)
hey, so, reporting back - I’ve given this a try, but it’s not going great the recorder does things to the model which are… not ideal! and the animation file produced doesn’t seem to actually move