Home > other >  Transfer: Unity advanced animation system -- Mecanim animation system
Transfer: Unity advanced animation system -- Mecanim animation system

Time:09-23

Unity advanced animation system - Mecanim animation system
http://blog.csdn.net/ios_song/article/details/52313736
Mecanim animation system

Have a powerful and complex animations in Unity system, we call it the Mecanim animation system, so we are the main content of this lesson is we should probably look at, we study the new animation system is what kind of and some about our set of course content:

Course there will be a lot of trivial knowledge, and animation system itself has a lot of new concepts, so we are learning in the process of video, had better be in class to practice more, otherwise, the concept of the small it is easy to forget!


A, animation clips

Before using the animation system, we need to have a first animation clips, animation clips is our animation system inside one of the most basic concepts, animation clips are included is some animation data, such as one of our characters at the time of shooting, is his/her arm in a what kind of position, location, how to spin! These data are saved in the animation clips,

Animation clips we get one of two ways, one is in the imported model, under the condition of the model itself with Animation, the Animation clips can be imported with models, another is that we can be in Unity, make your own Animation clips, so we need to use Animation view do Animation clips,

We once had some animation clips, we put these animation clips according to certain logic and arranged them up like a flow chart of way, this time is the animation Controller -- - Animator Controller,

Second, Animator component

If we want to make a game object animation, we must add the component to the game object, this component is the Animator component, Animator component will hold an animation Controller references, hold an Animator Controller references,

Three, the Animator Controller

Animator Controller also belongs to a kind of resources, we can see it under the Assets,

Four, animation state machine

After we put animation clips in the animation controller, we won't call it animation clips, but referred to as the state, each animation controller can be seen as a state machine, and we put the special control the logic of the animation state machine, we called the animation state machine,

State machine is used to record our current role, this task should play which animation clips, which animation to change and which animation to mix... We the animation state machine is used for the above content,

A simple animation controller, may contain one or two animation clips,

If you want to make more smooth, more brilliant animation, we may need more than ten animation clips in the animation controller,

Especially in the production of humanoid animation, its animation clips or his condition will be more complex,

If we want to edit the Animation controller, we want to edit the status, or want to set the state directly how to transition, we all have to do operation under the Animation view,

Five, the pedestrian animation

Animation view is dedicated to the view, let us a visual editing of Animation editor view,

In addition to this, we will learn some special animation, is the human animation, human animation is special, because we are human bones are similar or similar, because the role of human bone is similar, so this also means that the animation on a task model, we completely can be used for another character models, this also is the reuse of humanoid animation or redirect, we realize humanoid animation reuse the key is the use of avatars,

Six, Avatar, IK animation and optimize

Avatar is actually developed a skeletal mapping, the character of the model bone mapping into the Unity of standard model,

Finally, we will know the IK animation and animation system and optimize the performance of,

CodePudding user response:

See a return to Unity animation system

1, from the Asset Store bought some animation resources, we import a resource,





2, the import of resources: one with a crossbow, he would have move, attack, bouncing, rolling, rolling back, injury, death, and so on the animation,



3, animation demo scene: demo animation resources contained in which animation



4, animation clips:



5, imported from outside animation clips



6, the first to look at the animation controller and need to open a Window, the Window - Animator, visual editing of animation controller view

More wonderful content can watch Unity advanced - animation system http://edu.csdn.net/course/detail/2622 to learn...
  • Related