Repository files navigation Section Introduction: Animation
This section covers animation.
Setting up a state machine.
Using blend trees.
Animating a humanoid character.
Animator System » Animator Controller Asset
Examine the Animator Controller.
Apply an Animator Controller to a Game Object.
Create an Animator Controller.
Overview of the animation system.
Animation assets and where to find them.
Create a new animation state.
Create transitions.
How states and transitions interact.
Understanding root motion properties.
Animator System » Transitions
Explain transition conditions.
Define parameter types.
Foot Inverse Kinematics.
Controlling animation through properties.
Animator System: Transition Settings
Differentiate transition properties.
Adjusting timings for transitions.
How transitions are blended by Unity.
Interrupting transitions.
Animator System: Any State
Implement the Any State.
Differentiate animation states.
Define parameter types.
Evaluate state properties.
Linking properties to parameters.
When to use a Blend Tree.
How Blend trees work for 1D.
Adding animations to a blend tree.
Controlling a blend tree with properties.
Connecting Input to Animators
How to set parameters from scripts.
Adding axes to Unity.
Using physics with an animated character.
How Blend trees work for 2D.
Types of 2D blending.
Direction vs Cartesian blending.
Freeform vs Simple directional blending.
Multi-animation Sequences
Editing transition timings.
Editing animation clip frames.
Combining animation sequences with Physics.
Sub-State Machines for Jumping
When to use Sub-state Machines.
The (Up) Base Layer node.
The Exit and Entry nodes.
Animator Layers and when to use them.
Encapsulating Sub-State Machines.
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