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# Using Animation Events with Alembic files
The Alembic package allows you set up an animation event callback for Alembic clips. For example, you could create a callback to change the Textures on an Alembic Mesh at runtime or instantiate Prefabs at a specific frame during playback.
When importing an Alembic file, Unity automatically generates an animation clip that contains animation events for every frame of the clip.
![Animation Event Clip](images/abc_animationevents.png)
The naming convention of the animation clip is `<modelName>_Frames`.
## Setting up an Animation event
To use this callback, [add a script component](https://docs.unity3d.com/Manual/CreatingAndUsingScripts.html) to your Alembic GameObject with the **AbcOnFrameChange()** method. For example, this method below prints the current frame of the Alembic file to the Unity console:
```
void AbcOnFrameChange (int frame) {
Debug.Log(frame);
}
```
> ***Note:*** The animation event clip does not contain any animation curves: only the per-frame animation events. As with any other Unity animation clip, you can blend and layer them in any [Animator Controller](https://docs.unity3d.com/Manual/class-AnimatorController.html).
For general information about using animation, see [Using Animation Events](https://docs.unity3d.com/Manual/animeditor-AnimationEvents.html) in the Unity manual.