![]() To create a new Animation Clip on a GameObject that has existing animations, select Create New Clip from this menu. ![]() Fig 2: Adding more Animation Clips How it fits togetherĪgain, Unity prompts you to save your new empty Animation Clip before you can work on it. The above steps automatically set up the relevant components and references. ![]() However, it is useful to understand how the pieces connect.A GameObject must have an Animator component.The Animator component must have an Animator Controller Controls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters.The same Animator Controller can be referenced by multiple models with Animator components.The Animator Controller asset must have one or more Animation Clips assigned.Fig 3: Animation Clip Diagram.Īfter you create a new Animation Clip, you can now see: The diagram below shows how Unity assigns these pieces, starting from the new Animation Clip in the Animation Window (see Fig 3: Animation Clip Diagram).The Animation Window (top left) shows a timeline with a white playback head line, ready to record new keyframes A frame that marks the start or end point of a transition in an animation.Frames in between the keyframes are called inbetweens. The clip’s name is visible in the clip menu, just below the playback controls.The Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values.More info See in Glossary (center) shows that the “Cube” GameObject has an Animator Component A component on a model that animates that model using the Animation system. The component has a reference to an Animator Controller asset that controls the animation. More info See in Glossary, and the Controller field of the component shows that an Animator Controller Asset called Cube is assigned to it.
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