Mecanim Animation System One

Source: Internet
Author: User
Tags unity 5

Use 5.0 to learn the notes of demigod Teacher's Mecanim tutorial
http://www.unitytrain.cn/course/50

Preface Chapter

Mecanim Making character Movement control

Mecanim new features in Unity 5.0

Chapter I. Concept

MAX Model Specification

Max various animation export processes

FBX File Import Settings

Unity Animation System parameters in a detailed

Avatar System Parameters Detailed

Rebind and Mask Animations

Animator System Parameters Detailed I

Animator System Parameters Detailed II

Chapter II Example part

Introduction to the sample project production process

Making MMORPG-type characters move and standby

Make a character attack

Make character release I

Make character Skills Release II

Making characters hit and interrupted

Damage calculation

Making monster moves and attacks

Combining Ngui and easy to make mobile platform operation mode

Chapter III Expansion part

Re-bound Apps

Dress Up System

Application of Bleed and Mask

Reverse Dynamics

First, in 5.0, for each state, the bleed Tree can add scripts to them, just as you would control the role model

usingUnityengine;usingSystem.Collections; Public classState:statemachinebehaviour {//These comments are generated as code. They are the state of the animation state machine//     //Onstateenter is called if a transition starts and the state machine starts to evaluate this state//It's like start, it's going to be executed once.//    Override  Public voidOnstateenter (Animator Animator, Animatorstateinfo StateInfo,intLayerindex) {          }    //Onstateupdate is called on each Update frame between Onstateenter and Onstateexit callbacks    Override  Public voidOnstateupdate (Animator Animator, Animatorstateinfo StateInfo,intLayerindex) {    }    //Onstateexit is called if a transition ends and the state machine finishes evaluating    Override  Public voidOnstateexit (Animator Animator, Animatorstateinfo StateInfo,intLayerindex) {    }    //Onstatemove is called right after Animator.onanimatormove (). Code that processes and affects root motion should is implemented here    Override  Public voidOnstatemove (Animator Animator, Animatorstateinfo StateInfo,intLayerindex) {    }    //Onstateik is called right after Animator.onanimatorik ().    Code that sets up animation IK (inverse kinematics) should is implemented here. //reverse dynamics, which has reverse dynamics when called. //    Override  Public voidOnstateik (Animator Animator, Animatorstateinfo StateInfo,intLayerindex) {    }}
Onstateik () is used to write reverse dynamics. Learn about what is directional dynamics http://blog.csdn.net/huang9012/article/details/18183437


Mecanim Animation System One

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