Does Needle have any way of allowing multiple Animation Timeline tracks to affect the same object?

appreciated! but this sounds like a non-Needle issue - and honestly, the built-in Unity recorder looks like a very reasonable path forward. Will ping back when we see progress on any front!

by user 248501710404845568

Sorry for the confusion - I’m also the maintainer of UnityGltf so would appreciate a repro there :smile: I’ll look at it with my other hat on, haha

oh, good to know! :grin: in that case happy to help - might be a day or two, but I’ll try to set it up over there. In the meantime, we tried Unity Recorder and it failed, too - so our plan now is just to use external tools to combine animations. :smiling_face_with_tear:

by user 248501710404845568

found an issue that seems close enough and uploaded a package there - hope this helps! Skinned Mesh baking not working properly · Issue #63 · prefrontalcortex/UnityGLTF · GitHub and we’ll update again if we end up finding a way to make GLTFRecorder or Unity’s Recorder work for this need!

by user 248501710404845568

Hi! wanna follow up with this thread and wonder if the override track could be something Needle can include in the future. Thank you!!

cc: @JanG

by user 1052295380936691712

Hi, it could be ( it would definitely be great to have that)

But I don’t have an ETA for you at the moment

sounds great! thank you!

by user 1052295380936691712

hey! so this is an old thread, but I felt it’s worth an update, given that it’s the biggest blocker to our UnityWebGL-to-Needle conversion efforts, and a contributor to budget estimates for future Needle projects.

so we did try all the approaches above, but none of them ended up panning out. Neither Unity Recorder nor the GltfRecorder were able to output correctly merged animations (though I’m sure that issue’ll be fixed in UnityGltf eventually!), and an Editor tool I wrote in Unity seems to have hit a wall due to a Unity bug which fails to properly report Humanoid Animation values (I’ve been working with a Unity tech support rep and they claim they’re looking into it).

I do have a couple other leads I could try for the Editor tool which involve digging deeply into Unity’s Playables system (and Job system, yuck), but the ROI on that does not seem promising, so the situation is looking bleak. will report back if we get any better news!

by user 248501710404845568

Can you make a new report or add more info? The issue above should be fixed since July, not sure why it wasn’t closed.

I’d really like to get this fixed in UnityGltf if it’s still an issue

ooo, I see that the issue’s been updated! can try my experiment again then

by user 248501710404845568

whoa! a quick experiment suggested this is working great now!! very impressed, and will see if I can’t write a tool to take advantage of this. Wish I’d tried it back in July!! :sweat_smile:

by user 248501710404845568

That’s awesome to hear, and sorry you didn’t notice earlier! Please let me know (or open an issue) if there’s anything else not working as expected

hey, so, bad news again :sweat_smile: but as of last Friday, it seems that the UnityGLTF recorder stopped including an Animation altogether? I’ve tried all I can think of to rule out user error, but thought I should ping here to let you know - and I assume the next step would be an issue on the UnityGLT github

by user 248501710404845568

Using the recorder through which approach? API or GLTFRecorderComponent or Timeline?

Timeline!

by user 248501710404845568

also, I suspect this is related, but have no idea how this object gets generated:
image.png

by user 248501710404845568

huh I totally should try those other methods though

by user 248501710404845568

I’ll double check! There were a number of plugin architecture changes and the timeline recorder may have slipped through the testing