Capture Pose As Animation Clip
Capture the current hierarchy pose into a runtime AnimationClip.
This is useful when you want to blend from an arbitrary pose (for example, ragdoll) back to a known animation state.
Parameters
| Parameter | Description |
|---|---|
| Game Object | Root GameObject of the hierarchy to capture. Must have an Animation component. |
| Position | Capture local position keys. |
| Rotation | Capture local rotation keys. |
| Scale | Capture local scale keys. |
| Store Animation Clip | Output AnimationClip variable that receives the captured clip. |
Details
- Captures transform values for the selected channels (position/rotation/scale).
- Captures the children under the selected root.
- Writes constant curves to the clip for each captured property.
- Stores the generated clip in
Store Animation Clip.
Notes
- Curves are created as constant over time (0 to 100 seconds) and set to loop.
- Paths are generated from transform hierarchy names, so renaming objects changes binding paths.
Example
- Capture a ragdoll pose with this action.
- Store the clip in an
AnimationClipvariable. - Feed that clip into your recovery/blend workflow to return to idle.