Settings for animations
Let's take a look at some of the animation clip's settings:
Loop time: Whether the animation loops.
There are 3 roughly the same options:
Root Transform Rotation: Represents information about the rotation of an object that plays an animation.
Root Transform Position (y): Information about the Y-axis of the position of the object that is playing the animation.
Root Transform Position (XZ): Represents information about the XZ plane for the position of the object that plays the animation.
They all have the same options, and we look at each one:
Bake into Pose: Do not tick the rotation or displacement that represents the animation (depending on which option is below) is applied to the body object that plays the animation, and the tick indicates that it will not be applied to the body object that plays the animation.
The specific effect is as follows (my animation is the character's front somersault animation): Root Transform Position (XZ) of the bake into pose is not checked, indicating the character front somersault, the main gameobject will move forward, If checked, the Gameobject is not moved in the XZ plane. Similarly, the Root Transform Position (y) tick indicates that the gameobject does not move on the y-axis, and if unchecked, the following camera will cause jitter, as the target gameobject moves when the y-axis also jumps.
Based upon: Datum points with the following types:
- Original: Indicates that the datum point uses a preset value in the animation file.
- Center of Mass: Indicates that the datum point uses the center of mass, showing that the person's lower body will embed ground.
- Feet: Indicates that the datum point uses the first frame of the foot.
Animation status
Let's start with a simple look at the animation state, click on any animator Controller in the project, open the animator interface to see the following information:
Let's first ignore the layers and parameters panels on the left, the display panel on the right is a standard finite state machine configuration panel, with 3 states "Entry", "any State" and "Exit" generated by the system, and other states created and managed by ourselves, It is important to note that in unity4.x, the system is created with only the "any State" one.
Each state is connected by a segment with arrows, indicating that the state can transition to the point of the state.
Status panel
State relations and switching we'll see later, now that we click on any of the States, the Inspector panel can see the details of that state, as follows:
- Motion: Animation Clip that represents the current state;
- Speed: Indicates the velocity of the current state, 1 is the normal speed, the back of the parameter tick indicates the current speed with a parameter, and the input box becomes a drop-down selection box, we can select the specified parameters, parameters can be configured in the Parameters panel, Its function is to be convenient through the code to modify the value of the parameters to achieve the purpose of control speed, the following parameter is also consistent, do not repeat.
- Mirror: Whether to flip the animation along the y-axis, generally used to re-use animation, such as the right-handed animation tick this will become the left hand;
- Cycle offset: Playback offset;
- Foot IK: Whether to turn on the IK animation of the foot (reverse dynamics), generally closed, can be opened when the foot is required to fit the ground;
- Write Defaults: Whether the state is reset to the default state when the animation is finished, the general check can be;
The Transitions panel below lists a list of the current states that can be transitioned to other states:
- Solo: Tick indicates that the current transition is the only transition, that the current state can only transition to the state that the item points to;
- Mute: Tick to make the animation transition closed, that is, the current state cannot transition to the state that the item points to;
Unity3d's Mecanim Animation system learning Note (iv): Animation state