How To Make An Animation Only Happen Once Unity
Creating a new Animation Clip
To create a new Animation Clip Blitheness data that can exist used for animated characters or simple animations. It is a unproblematic "unit" piece of motion, such as (one specific instance of) "Idle", "Walk" or "Run". More info
See in Glossary , select a GameObject in your Scene, and open up the Animation Window (tiptop menu:) Window > Animation > Blitheness.
If the GameObject The key object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more than. A GameObject'southward functionality is defined past the Components attached to it. More info
See in Glossary does not yet accept any Animation Clips assigned, the "Create" button appears in the eye of the Blitheness Window timeline area (see Fig i: Create a new Animation Clip).
Click the Create button. Unity prompts you to save your new empty Animation Clip in your Assets Whatsoever media or data that tin be used in your game or project. An asset may come from a file created exterior of Unity, such as a 3D Model, an sound file or an image. You can too create some asset types in Unity, such equally an Animator Controller, an Audio Mixer or a Return Texture. More info
Run across in Glossary folder.
When you lot save this new empty Blitheness Clip, Unity does the following:
- Creates a new Animator Controller Nugget
- Adds the new clip into the Animator Controller equally the default land
- Adds an Animator Component to the GameObject that you are applying animation to
- Assigns the new Animator Controller to the Animator Component
All the required elements of the animation organization are now set up, and yous can brainstorm animating the GameObject.
Adding another Animation Clip
If the GameObject already has ane or more Blitheness Clips assigned, the "Create" button is not visible. Instead, 1 of the existing clips is visible in the Animation window. To switch between Animation Clips, use the carte in the top-left of the Animation window, under the playback controls (run into Fig two: Adding more than Animation Clips).
To create a new Animation Clip on a GameObject that has existing animations, select Create New Prune from this menu. Over again, Unity prompts you to save your new empty Animation Clip earlier you can work on information technology.
How it fits together
The above steps automatically set up the relevant components and references. Notwithstanding, information technology is useful to understand how the pieces connect.
- A GameObject must have an Animator component
- The Animator component must have an Animator Controller Controls blitheness through Blitheness Layers with Animation Country Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. More info
See in Glossary Asset assigned - The Animator Controller asset must take i or more Animation Clips assigned
The diagram beneath shows how Unity assigns these pieces, starting from the new Animation Clip in the Blitheness Window (see Fig 3: Blitheness Clip Diagram).
Afterward you create a new Animation Clip, you can now run across:
- The Animation Window (top left) shows a timeline with a white playback head line, ready to record new keyframes A frame that marks the start or end signal of a transition in an animation. Frames in between the keyframes are chosen inbetweens.
See in Glossary . The clip's name is visible in the clip card, just beneath the playback controls. - The Inspector A Unity window that displays information most the currently selected GameObject, asset or project settings, allowing you lot to inspect and edit the values. More info
See in Glossary (center) shows that the "Cube" GameObject has an Animator Component A component on a model that animates that model using the Animation system. The component has a reference to an Animator Controller asset that controls the animation. More info
See in Glossary , and the Controller field of the component shows that an Animator Controller Asset called Cube is assigned to it. - The Project Window A window that shows the contents of your
Assets
binder (Project tab) More info
Encounter in Glossary (bottom right) shows that two new Assets accept been created: an Animator Controller asset called Cube and an Animation Clip Asset called Cube Animation Clip. - The Animator Window The window where the Animator Controller is visualized and edited. More info
See in Glossary (bottom left) shows the contents of the Animator Controller: there is a Cube Animation Prune on the controller, and that information technology is in the default state (as indicated by the orange color). Subsequent clips you add to the controller have a grey color, indicating they are non the default land (come across Fig 4: New Animation Clip in the Project Window).
- 2017–09–05 Folio amended
Source: https://docs.unity3d.com/Manual/animeditor-CreatingANewAnimationClip.html
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