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

Are you using the timeline recorder with or without KHR_animation_pointer support?

I think I’ve tried both, assuming you mean this checkbox - though a glance at the source code suggested it wouldn’t matter for our use case
image.png

by user 248501710404845568

Depends on where you use the files (KHR_animation_pointer isn’t supported everywhere), in Needle Engine both will work.

OK so on a first glance

  • animation export works
  • BUT always uses KHR_animation_pointer (which is a bug)
    Can you drop one of the exported files where you suspect animation doesn’t work into https://viewer.needle.tools and check if the animation plays there?

sure! but, for our use case, that won’t matter - I only want the animation output, not the whole GLTF file, and the animation file seems to have zero keyframes in it

by user 248501710404845568

You can also drop it here if you want me to check if that is actually the case or if the extensions are wrong

ah, greater than 25mb, sadly

by user 248501710404845568

Any notes on how to reproduce the issue? At least it doesn’t trivially reproduce here when recording a complex animation with a GLTFRecorderTrack on the timeline

but that’s how it’s lookin’ in Unity - maybe the animation name needs an extension…?

by user 248501710404845568

hooooly crap the animation is totally playing in the web viewer

by user 248501710404845568

That actually looks like the file does have the animation but with the wrong extension (which would be what I described above) - ok, thanks for confirming :slightly_smiling_face:

it was user error, yaay

by user 248501710404845568

Nah, issue on my end… I’ll check why the bool for disabling the extension doesn’t work, and I was juuuust about to make a release, will see if I can get that fixed before

yeah realized that at the same time, even trying to give an extension myself doesn’t do the trick… is there perhaps an earlier Needle or UnityGLTF reversion I should try reverting to, or should I just wait for the release?

by user 248501710404845568

Actually what you can try right now (and what works here):

  • select the Assets/Resources/UnityGLTFSettings asset
  • disable the KHR_animation_pointer plugin there
  • record again

on it

by user 248501710404845568

(conveniently we do only need transforms and blendshapes)

by user 248501710404845568

:+1: that’s good :slightly_smiling_face:
Unity Editor import for KHR_animation_pointer is on the list but the team didn’t get to it yet

alright!! keyframes visible - thanks so much! hoping this does the trick, and will ping if there’s any more problems…!

by user 248501710404845568

only other relevant item to this thread: the output is still pretty huge, and I don’t have the animation skills to do manual keyframe cleanup. Is there any automated tool for lowering the animation filesize by keyframe reduction?

by user 248501710404845568