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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.

Animator System » States

  • 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.

Blend Trees in 1D

  • 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.

Blend Trees in 2D

  • 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.