Setting animation attributes for Unity3D game development, unity3danimations

Source: Internet
Author: User

Setting animation attributes for Unity3D game development, unity3danimations

Setting animation attributes in Unity3D Game Development

 

By creating a role animation Avatar, in the new animation system Mecanim, Unity sets the skeleton and skin information of the role animation to enable role animation in Unity.

Switch to the animation tab. Select the Import Animation option. If the file contains animation data, you can see the list of animation Clips (Clips ).

Tips:

If you select the old version (Legacy) for the Animation Type in the Rig tab, the attributes in the Animations tab are still old.


 


Root Motion ). Do not store the role's position and direction in the skeleton. The role origin is specified when avatar is defined. Root Transform changes are calculated in real time and passed to the Game Object to make the Game Object motion.

Root Transform Rotation Root node Rotation.

Bake into Pose: the orientation of the root remains unchanged during the animation playback.

This option is enabled only when the start and end frames are similar. If the values are similar, green points are displayed; otherwise, red points are displayed. This option can be selected for straight line or straight line running. Dog planing Learning Network]

Root Transform Position (Y), and Root Transform Position (XZ) respectively lock the movement on the Y axis and the movement on the XZ plane.

Mask Avatar Body Mask

Create-> Avatar Body Mask. You can Create a Mask. Body Mask component. Body mask resources can be reused in the animation controller. The body mask can be used to activate or disable specific body parts in the animation. Body parts include: Head, left arm, right arm, left hand, right hand, left leg, right leg, Root (with the back of the foot as a sign ). On the body mask interface, you can specify whether IK (inverse kinematics) is required for the hand or foot to determine whether the IK curve is included in the animation mix.

The body mask can be used to activate or disable specific body parts in the animation. You can set the body mask in the animation labels of the mesh import observer and animation layer. Body masks allow you to precisely crop animations based on your role needs. For example, you have a common walking animation, including arm and leg movements, but if a role now holds huge objects with both hands, you certainly don't want her arm to swing back and forth while she is walking. Of course, you can continue to use the regular walking animation by switching the body mask.

In the Mecanim animation system, under the Animations tab, each motion clip Clips has its own Body Mask component.

Curves Curve

 


A curve controls a value bound to an animation (such as the moving speed). When the animation is played in the same place, you can use a script to obtain the value and precisely control the movement.


Disclaimer: This document is from the "Dog Learning Network" community. It is an Unity3D learning article published by netizens. If any content infringes on your rights and interests, please contact the official website, it will be processed in real time.

 

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