Categories: Unity, C #, VS2015
Date Created: 2016-05-02 I. INTRODUCTION
Unity offers two animation systems: a Legacy (Legacy) animation system that was available earlier, and the older version (Legacy) will be phased out later and no longer supported in the new version. Another is the Mecanim animation system, which is the recommended new version of the animation system.
If you are a beginner, do not learn the old version (Legacy) animation, directly learn the Mecanim animation system can be. Second, what is the Mecanim animation system
Mecanim (muscle line) is a new version of the animation system provided by unity, and unity plans to completely retire the legacy (Legacy) animation system after the workflow is fully integrated into Mecanim. Or, you can use Mecanim to animate it later, especially if you're using a human-like animation.
Also, in some cases, you may still occasionally use features like the Legacy (Legacy) animation system. For example, it deals with legacy animations and related code created prior to Unity 4.0, and where you want to control animation segments with parameters rather than time (such as controlling the angle of sight). To address these issues, Unity 5.x further subdivided animations into "human animation" and "Universal animation" in Mecanim.
Mecanim Animation system mainly provides the following functions:
(1) A workflow for a humanoid character (or a role called a human being). It makes it easy to create animations.
(2) retargeting (motion redirection or animation relocation). It can be used to apply animations from one role model to another.
(3) Workflow for animation Clips (animation segment). You can preview the animation segments and the transitions and interactions between them. This workflow allows animators to preview animations before writing game logic code so that animators can work on their own without relying too much on programmers.
(4) Use Visual programming tools (visual programming tool) to manage complex interactions between animations.
(5) The different parts of the body can be animated by scripting different logic.
Three, the basic processing flow of Mecanim animation system
When animating with Mecanim, it is generally divided into three large steps: Prepare animation resources, create animated characters, and role control processing.
1th Step-Prepare animation resources
Creating animation resources is done primarily through other professional 3D software, such as 3DS Max 2015 or Maya, and this step is independent of the Mecanim functionality. The actual research and development team generally by the artist or animation designer to do it specifically, of course, if there are fewer people, can also be done directly by the programmer with 3DS Max 2015来.
Once the animation resources are ready, import them into unity, and then you can make animations with Mecanim.
2nd Step-Create an animated character
Animated characters are created to control animations through scripting, such as controlling turns, shaking arms, starting, walking 、...... such as
There are two ways to create animated characters: the class human role and the generic role.
(1) The role of the class person
Mecanim specifically provides a special workflow for humanoid animation models that use extended GUI and animation redirection to collectively implement the class-human roles needed in the game, including creating Avatar and defining adjustments to muscle lines (Muscle definitions).
(2) General role
This approach is designed to create non-class personas, such as a variety of bio-animation props and four-foot animals. Although the generic role does not apply to animation relocation, it is possible to use Mecanim to implement other functions that are required by non-class human roles, such as controlling the gun's angle of sight.
The 3rd step--Role control processing
The role of animation control is to let the player through the keyboard, mouse or joystick and other devices to make the character like living or animals "move", also known as "give character life", for example, let the player through the left and RIGHT arrow keys or control the person's turn, through the arrow keys the right mouse button control the start or stop 、...... such as
This involves setting up animations and animation segments, setting up state machines and mixing trees, listing animation parameters, and controlling the behavior of animations through C # scripting code.
"Unity" chapter 10th Mecanim Animation System