Animation from external sources
Working with humanoid animations
- Creating the Avatar(创建 Avatar)
- Configuring the Avatar(配置 Avatar)
- Muscle setup(肌肉设置)
- Using Humanoid Characters(使用人型角色)
- Preparing your own character(为你的角色准备资源)
Animation Curves on Imported Clips
Animation events on Imported Clips
Treadmill vs root motion: There are two types of animation, treadmill and root motion. Treadmill means that the animation stays at the origin and we use code to move that asset around. Root motion means the motion is built right into the animation and it's the animation that determines how far something moves rather than code.
Then you have to watch this video to get an idea about how it looks in Blender and later in Unity when you import the character & animation https://www.youtube.com/watch?v=d5z9dEnE4DE
Root Transform Rotation: This option captures the rotation of the root node and applies it to the whole game object. You can set it to Bake Into Pose to disable the root motion rotation. With this option selected, the rotation will be treated as a visual effect of the animation and will not be applied to the game object. You should set it to true for every animation that shouldn't rotate the character. You can set the Based Upon option to one of the following options:
Root Transform Position Y: This option captures the vertical movement of the root node and applies it to the whole game object. You can set it to Bake Into Pose to disable the root motion in the Y axis. With this option selected, the Y axis motion will be treated as a visual effect of the animation and will not be applied to the game object. You should set it to true for every “on ground” animation (unless it's a jump).
Root Transform Position XZ: This option captures the horizontal (XZ) movement of the root node and applies it to the whole game object. You can set it to Bake Into Pose to disable the root motion in the X and Z axis. With this option selected, horizontal motion will be treated as a visual effect of the animation and will not be applied to the game object. You should set it to true for all stationary animations (such as Idle).
Good animations may combine both traditional(treadmill) and root motion ways.
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Using the Animation View
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Creating a New Animation Clip
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Animating a Game Object
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Using Animation Curves
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Editing Curves
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Key manipulation in Dopesheet mode
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Key manipulation in Curves mode
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Objects with Multiple Moving Parts
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Using Animation Events
change log:
- 创建(2017-08-08)
- 更新(2017-08-09)