Unity3d Mecanim Animation system Animator Learning notes

Source: Internet
Author: User

1. Unity3d Mecanim Study

Unity3d new version of the animation system on the Internet, but many are notes, outsiders are very difficult to see, then I finally found the introduction of the more clear two authors, special thanks. One is 58 development net of Lotte Teacher , course video URL: http://www.58kaifa.com/course/24, this is a free video course, explained very carefully, very clear. The other is the blog Park Makoto de wo , article address: http://www.cnblogs.com/hammerc/category/647246.html, the parameters on each control panel are basically introduced, very detailed, Again like two people to express thanks. orz!

2. Unity3d Mecanim Supplement

Trigger type parameter in A.animator

There are four kinds of parameters in the animator, Float,int,bool,trigger, the first three kinds of good understanding, here only to say a Trigger type of parameters, this parameter is essentially a Bool, but he does not need you to manually set the false state, such as two animation, Idle and run, this transition condition you have selected the trigger type variable start, then after you set start in the idle state, the system will automatically reset the start to false after the animation is transferred to run. However, if you have a bool type, you need to set it manually.

B.transitions

There are multiple transitions between the same two states:

At this point, both states can set the transition condition, they are " or " relationships, as long as one satisfies the state transition.

The same transfer, but there are several different conditions:

At this point, the relationship between these two conditions is " with " and needs to be met to complete the state transfer.

C. Mixed tree

One-dimensional mixed tree

Here is the main explanation, the parameters after motion is to be a group to look at, I was as a group to see (how can not understand why Strafe_r range is the first), Mdzz. In addition, according to my observation parameter can only use the float,int estimate in the parameter table can also, but can not use bool, of course, after looking at the picture can understand, threshold is direction value range.

3. Miscellaneous Records

  A. any state is switched to a status machine, there will be a can transition to self option, check this option to reset its own state. (question, what if you don't use any?) )

  B.

  c. Layer Panel parameters

 d.

4. Refer to

# http://blog.csdn.net/u014635337/article/details/46918953

Https://www.cnblogs.com/hont/p/5196485.html

Http://www.cnblogs.com/hammerc/p/4826913.html

https://www.jianshu.com/p/c188e1f48522

Http://www.58kaifa.com/course/24

Http://blog.sina.com.cn/s/blog_14f07be760102w2sc.html

Https://www.cnblogs.com/isayes/p/6527951.html

78796431

54630820

Https://www.cnblogs.com/hont/p/5100472.html

Http://wiki.ceeger.com/script/unityengine/classes/animation/animation

https://www.jianshu.com/p/c188e1f48522

5. Questions

1. Blend tree with animation layering. First scenario: The character can move to the right when moving forward, and we need to use a hybrid tree to do this. Second scenario: The character can wave while moving forward, and we need to use an animated layering to do it. Why is the same two action, but one using the mixed tree, one using the animation layer? My understanding is that if these two actions are the same bone parts, such as the first scene need to use the animation of the legs, then use of animation layering is not good to achieve, at this time using a mixed tree, and the second scene, two actions can be said to be irrelevant, at this time using the animation layered to achieve, do not know whether the correct understanding, forget

2. XXXXX amount .... There is a question again, I forgot ... , well, really didn't think of it, think of mending .... Orz

Unity3d Mecanim Animation system Animator Learning notes

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