Unity3d Game Development Settings Animation (animations) Properties

Source: Internet
Author: User

Unity3d Game Development Settings Animation (animations) Properties

by creating a character animation Avatar, MEC in the new animation system a in Nim, unity sets the skeleton and skinning information of the character animation so that it can animate character in unity.

Switch to the animation (Animations) tab. Select the option to import animation (Animation). If there is animation data in the file, you can see the list of animated clips (Clips).

Tips:

The animation type in the Rig tab (Animation type) If you select a Legacy (Legacy), the properties in animations are still in the old version.



the movement of the root node (root motion). The position and orientation of the character should not be stored in the bone. The role origin is specified when the avatar is defined. The change of Root Transform is calculated in real time and passed to the game object to make the object move.

Root Transform The rotation of the Rotation root node.

Bake into Pose: The orientation of the root is constant during playback of the animation.

start and end frames to enable this option when they are relatively close. If the comparison is similar, the green dot is displayed, otherwise the red dot is displayed. General straight-line or straight-line run Yes, you can select this option. "Dog planing Learning Net"

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. The body mask resource can be reused in the animation controller. The body mask can be used to activate or disable specific parts of the body within the animation. Body parts include: Head, left arm, right arm, left hand, right hand, left leg, leg, Root (with the back of the foot as a sign). In the body mask interface, you can specify whether IK (inverse kinematics) is required for the hand or foot, which determines whether an IK curve is included in the animation mix.

The body mask can be used to activate or disable specific parts of the body within the animation. You can set the body mask in the Animation tab of the Grid Import viewer and animation layer. Body masks allow you to precisely crop animations based on your character's needs. For example, you have a common walking animation, which includes arm and leg movements, but if you now have a character with hands holding a huge object, you certainly don't want her to swing her arms back and forth while walking. Of course, you can continue to use regular walking animations by toggling the body mask.

Mecanim animation system, Animations tab, each action clip clips has its own body mask component.

Curves Curve


The curve controls a value of the animation binding (such as movement speed), where the animation is played in place, and the script gets the value for precise control of movement.


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Unity3d Game Development Settings Animation (animations) Properties

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