I. Overview of Mecanim
Mecanim is a rich and sophisticated animation system from unity that provides:
1. Simple workflow and animation creation capabilities for humanoid characters.
The 2.Retargeting (motion redirection) feature, which applies animations from one role model to another.
3. A simple workflow for animation Clips (animated segments), which is a preview of the animation segments and the transitions between them and the interactive process. This allows animators to work more independently without relying too much on the programmer to preview the animation before writing the game logic code.
4. A visual programming tool for managing complex interactions between animations.
5. The ability to control the movement of different parts of the body through different logic.
1.Mecanim Workflow
The Mecanim workflow is divided into three main stages:
1. Preparation and import of resources.
This stage is done by an artist or animator through a third-party tool, such as 3ds Max or Maya.
2. There are two main ways to build a role:
A. The creation of a humanoid character. Mecanim provides a special workflow for humanoid models through an extended graphical operator interface and animation redirection, which includes the creation of Avtar and the regulation of muscle definition (Muscle definitions).
B. Establishment of a general role. This is set up to handle any moving object and the animal of the silk foot. The animation redirection and IK features do not apply to this.
C. Movement of the character. This includes setting up animation segments and their interactions with each other, including setting up state machines and mixing trees, adjusting animation parameters, and controlling animations through code.
2. Legacy Animation System
The Legacy animation system is the old animation system used by the Unity engine between version 4.0. Although Mecanim is the preferred animation system in most cases (especially for humanoid animations), the Legacy animation system is still being used in special situations: One scenario is to handle animations and related code generated by the previous version of Unity 4.0. Another case is to use parameters rather than time to control the animation segment (e.g. aiming angle).
Second, Mecanim animation system (Part II)