Animation Flashcards
Animation controller asset
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.
Animation controller and animation clips
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
Animation controllers and clips contains parameters and layers aswell.
Use the scroll wheel on your mouse to zoom in and out.
A key to fit all states into view
Animation transitions
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
To set up a transition conditions, specify values of parameters in the Animator Controller
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
Naming Transitions
Transitions can be given a name by typing it into the naming field
Transitions in the Inspector
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.
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
True
Transition Properties
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.
Transition Conditions
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.
Transition Conditions consist of
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
Animation has Exit Time
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.
To Manually create an animation controller
Right click on the project window and click Create, Animation Controller
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
True
The Animator contains
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