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Untiy3D Animation
Uart-like system called an Animator Controller. The Animator Controller acts as a "State Machine〞 which keeps track of which clip should currently be playing, and when the animations should change or blend together.
A very simple Animator Controller might only contain one or two clips, for e*ample to control a powerup spinning and bouncing, or to animate a door opening and closing at the correct time. A more advanced Animator Controller might contain dozens of humanoid animations for all the main character’s actions, and might blend between multiple clips at the same time to provide a fluid motion as the player moves around the scene.
Unity’s Animation system also has numerous special features for handling humanoid characters which give you the ability to retargethumanoid animation from any source (Eg. motion capture, the asset store, or some other third-party animation library) to your own character model, as well as adjusting muscle definitions. These special features are enabled by Unity’s Avatar system, where humanoid characters are mapped to a mon internal format.
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Each of these pieces - the Animation Clips, the Animator Controller, and the Avatar, are brought together on a GameObject via theAnimator ponent. This ponent has a reference to an Animator Controller, and (if required) the Avatar for this model. The Animator Controller, in turn, contains the references to the Animation Clips it uses.
The above diagram shows the following:
Animation clips are imported from an e*ternal source or created within Unity. In this e*ample, they are imported motion captured humanoid animations.
The animation clips are placed and arranged in an Animator Controller. This shows a view of an Animator Controller in the Animator window. The States (which may rep
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