I am making progress! But if I understand by looking at the exported clips in the Unity animation clip panel, it looks like clips are exported with all properties, not just the ones that are keyed in the clip. I want to create clips for different subsets of properties so I can have a clip "Eyes Left" which only animates the eyes. Then I can layer this on top of other clips so walking I can add "Eyes Left" and keep the rest of the normal clip.
I was wondering if the correct approach was to remove the unwanted properties, then "Save Reference Pose" (?), but I could not work out how to remove the properties that it picked up from the Humanoid bones.
I don't want to use a Generic project type as then I cannot load up my character and do the animations on it - it tells me I must use a humanoid project for humanoid characters. I guess I could try and trick it with a proxy object or something...?
For eyes, because I have a script controlling them (custom properties) I only want to capture the custom properties for the "Head" layer (that is where I added the custom constraints, alongside the other blendshapes). Oh, and I don't want the blendshapes included either - I want to create a separate set of clips for blendshape controls (for different facial expressions).
I am planning to create a project per layer of clips - e.g. on project for eye overrides, one for facial expressions (blendshapes and textures), one project for hand positions, etc. I am hoping I can then define different sets of properties per project (put all the hand position clips in the hand project, put all the eye clips in the eye project, etc).
Then the final timeline I pick a full body clip (e.g. walking or sitting, and start layering expressions, eye control, head turns, and hand pose etc clips in override tracks in the Unity timeline).
Is this possible?
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