Animation Flashcards

1
Q

Animation controller asset

A

An animation controller asset allows you to arrange and maintain a set of animation clips and associated animation transitions for a character or object.
You have to place an animation clip into an animation controller to use it on a GameObject.

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2
Q

Animation controller and animation clips

A

The animation controller has references to the animation clips used within it, and manages the various animation clips and transitions between them using a static machine, like a flow chart of animation clips and transitions

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3
Q

Animation controllers and clips contains parameters and layers aswell.

A

Use the scroll wheel on your mouse to zoom in and out.

A key to fit all states into view

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4
Q

Animation transitions

A

Animation transitions allow the state machine to switch or blend from one animation state to another.
Transitions define not only how long the blend between states should take, but also under what conditions they should activate. You can set up a transitions to occur only when certain conditions are true

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5
Q

To set up a transition conditions, specify values of parameters in the Animator Controller

A

Your character may have a patrolling state and sleeping state. You could set the transition between patrolling and sleeping to occur only when an alertness parameter value drops below a certain level

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6
Q

Naming Transitions

A

Transitions can be given a name by typing it into the naming field

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7
Q

Transitions in the Inspector

A

The Inspector Window of a state shows the transitions the state uses.
Shows its name, tag, speed, motion, foot ik, write defaults, mirror and the Transitions.

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8
Q

There can only be one Transition active at any time. But the currently active transition can be interrupted by another transition if you have configured the settings to allow it

A

True

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9
Q

Transition Properties

A

To view properties for a transition, click on the transition line connecting two states in the Animator window. The properties appear in the inspector window.

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10
Q

Transition Conditions

A

A transition can have a single condition, multiple conditions, or no conditions at all. If your transition has no conditions, the Unity editor only considers the Exit Time, and the transition occurs when the exit time is reached. If your transition has one or more conditions, the conditions must all be met before the transition is triggered.

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11
Q

Transition Conditions consist of

A

An event parameter, the value of which is considered in the condition
A conditional predicate, if needed, for example, less or greater for floats.
A parameter value if needed

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12
Q

Animation has Exit Time

A

If had exit time is enabled for the transition and has one or more conditions, these conditions are only checked after the exit time of the state. This allows you to ensure that your transition only occurs during a certain portion of the animation.

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13
Q

To Manually create an animation controller

A

Right click on the project window and click Create, Animation Controller

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14
Q

Unity Automatically creates an Animation Controller when you begin animating a GameObject using the animation window, or when you attach an Animation Clip to a game object

A

True

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15
Q

The Animator contains

A

The base layer.
Parameters
Layers.
Sub state machine
States in the Animator, idle, attack, walking, etc
You also have an Enable Auto Live Link in the Animation Controller Window

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16
Q

Animation controller parameter types

A

Int, integer, whole number
Float, floating point, a number with a fraction part
Bool, Boolean, true or false value, representsd by a checkbox
Trigger, a boolean parameter that is reset by the controller when consumed by a transition, represented by a circle button

17
Q

Parameters can be assigned values from a script using functions in the Animator class

A
SetFloat
SetInt
SetBool
SetTrigger
ResetTrigger
18
Q

How to call the Animator in script

A
Animator animator;
Void Start()
{animator = GetComponent() ;}
Void Update()
{ float h = Input.GetAxis("Horizontal");
Float v = Input.GetAxis ("Vertical") ;
Bool fire = Input.GetButtonDown("Fire") ;
animator.SetFloat("Forward", v) ;
animator.SetFloat("Strafe", h) ;
animator.SetFloat("Fire", fire) ; }
Void OnCollisionEnter(Collision col)
{if col.gameObject.CompareTag("Enemy"))
{animator. SetTrigger("Die") ; }
}
}
19
Q

Animation states

The basic building blocks of an Animation State Machine

A

Each state contains an animation sequence, or blend tree, that plays when the character is in that state.
Select the state in the Animation Controller, to view the properties for the state in the Inspector window.

20
Q

In the Inspector, the Animation State contains, Including its name and tag,

A

Motion, the Animation clip or blend tree assigned to this state.
Speed, if set to -1 goes backwards, the default speed of the motion for this state. Enable parameter to modify the speed with a custom value from a script. Ie, you can multiply the speed with a custom value to decrease or accelerate the play speed.
Motion Time, the time used to play the motion for this state. Enable parameter to control the motion time with a custom value from a script.
Mirror, This property only applies to states with humanoid animation. Enable to mirror the animation for this state. Enable parameter to enable or disable mirroring from a script.
Cycle offset, the offset added to the state time of motion. This offset does not affect the motion time. Enable parameters to specify the Cycle Offset from a script.
Fook IK, this property only applies to states with humanoid animation. Enable to respect Foot IK for this state.
Write Defaults, whether the AnimationStates writes the default values for properties that are not animated by its motion.
Transitions, the list of transitions originating from this state.

21
Q

What is the Any State in the Animation Controller

A

Any State is a special state which is always present.
It exists for the situation where you want to go to a specific state regardless of which state you are currently in.
This is a shorthand way of adding the same outward transition to all states in your machine.

22
Q

The special meaning of Any State

A

Any State implies that it cannot be the end point of a transition.
Ie, jumping to Any State cannot be used as a way to pick a random state to enter next)