Animation module not much to say, more is to practice accumulated experience
Animator Animation Controller
- Animatorcontrollerlayer state layer, the higher the layer level, the higher the action priority
- Animatorstatemachine State Machine
- Subanimatorstatemachine Sub-state machine
Runtimeanimatorcontroller Runtime Animation state machine animate Physics fit animations have physical interactions applyrootmotion animate or script control location culling Mode animation cropping write Default restores the animated data after the animation is finished
Transition
- The next state of the Transition Offset section will not be executed
- The Duration section is a blend of two animations. Fixed Duration The duration will be counted in seconds, not depending on the length of the state
- is the order interrupt only interrupted by a high-priority transition?
When the hook is on, you can select
Value |
function |
None | TD style= "Text-align:left" > This transition will not be interrupted
current state |
the other transition of state now, if it is present, will interrupt the current transition |
Next State |
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current state and Next state |
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Next State and then current state |
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This means that, after the tick, higher priority transition can interrupt the current transition, for example, we want to use anystate to hurt state, if there is a transition between other states at this time, Then you can only wait until the end of this transition to switch to hurt if you set none. But with other options you can interrupt to achieve some of the more special animations, such as the hard straight end can be manipulated after the attack animation Solo and Mute function without variable control state transfer
- Mute: Disable state Transfer (mute transition);
- If you do not select solo, in the absence of variable control (the end condition is "exit Time"), the state takes precedence over the first (or highest) state transition in the action list;
- If a solo is selected, the state transfer of the tag solo is preferred if there is no variable control (the end condition is "exit Time");
- If there are multiple state transitions selected for solo, then preference is given to those selected solo's state transitions, which are transferred in the previous state in the action list;
The basic principle is that if a state is marked as solo, then the rest of the state transitions will be considered selected mute, and if the solo and mute are selected at the same time, then the priority of the mute is higher (that is, only mute is selected)
Transiton of CombosProblem target: such as COMBO1, play at least 0.6 times times the animation, and then if there is input on the conversion state to determine the input time must be less than exit times,transition judgment occurs at the end of exit time when there is a exittime, and condition judgment is not made after exit .Instead of exit time in Dawnblade, it is given to program control, when input is accepted and switched
Blend tree animation blend trees1D is a parameter mixed with multiple animation 2D is two parameters mixed with multiple animations, an XY space, the point distance which animation near the impact of the big
otherAnimatorstateinfoanimator.stringtohash
Animation Frame AnimationAnimationcurveanimationevent IK: Forward kinematics, root bones drive child nodes skeletal motion FK: Inverse kinematics, which drives the parent node motion. In the animator window, tick the IK pass option on the base layer for the foot IK option on the animation state to use IK. Then implement the Onanimatorik function in your code to control the IK Animator.setikpositionsetikrotationsetikpositionweightsetikhintpositionsetlookatweight ...
Animation redirectionDifferent roles for the same set of avatar bones, animations can definitely be reused
dynamic control of animated frame eventscan be obtained with animator.animationclips, then set animationevent trigger Time,functionname Animatoroverridecontroller Runtime Modify the mounted clip
"Summary" Unity animation module