Unity3d Animation and Mecanim animation system of Unity3d game development
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m ec a nim is a new animation system from unity that is powerful and flexible, bringing human and non-human characters to life. Mec a nim's redirection greatly provides productivity and consumes very little CPU cycles. Use animation resources found from the unity Asset store, or import your own animation files (action snaps or keyframes) into the editor, start or implement the entire project, and convert them to your own, redirected animation resources.
Easily build and edit complex state machines and hybrid trees. The Unity Editor provides powerful tools for splitting, creating loops, and extracting tracks from imported animation files. These animated films can then be used as leaves of a multi-layered hybrid tree, or as a state in a layered state machine. A mixed tree allows you to create a variety of motions with just a few animated clips. In the hybrid tree editor, you can define blending parameters and preview the blended animation in a 3D view.
You can use IK created automatically ( Reverse dynamics) skeleton "Dog planing Learning Network Unity3d Extreme College "
In a nutshell, the bearing of the child bone is obtained by the relative transformation of the parent bone's bearing and the sub-bone, which is called the Forward dynamics (Forward KINEMATICS,FK), whereas the inverse dynamics (inverse kinematics,ik) determines the orientation of the child bones first. The inverse derivation of the N-level parent-bone orientation on its inheritance chain is used to determine the entire chain of bones.
In the Mecanim character animation system, we need to animate the character in unity using the following steps:
1. Import character animations
2. Create a character animation avatar
3. Add a character animation controller, set up a state machine, and set up a hybrid tree.
4. Implementing control role animations such as encoding
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Unity3d Animation and Mecanim animation system of Unity3d game development