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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

  1. Capture a ragdoll pose with this action.
  2. Store the clip in an AnimationClip variable.
  3. Feed that clip into your recovery/blend workflow to return to idle.