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