Any GameObject that
has an avatar will also have an Animator component, which is
the link between the character and its behavior.
The Animator component
references an Animator Controller which is used for setting up
behavior on the character. This includes setup for State Machines, Blend Trees,
and events to be controlled from script.
Properties
| 
Property: | 
Function: | 
| 
Controller | 
The animator controller attached to
  this character | 
| 
Avatar | 
The Avatar for
  this character. | 
| 
Apply Root Motion | 
Should we control the character’s
  position from the animation itself or from script | 
| 
Animate Physics | 
Should the animation interact with physics | 
| 
Culling Mode | 
Culling mode for animations | 
| 
        Always
  animate | 
Always animate, don’t do culling | 
| 
        Based
  on Renderers | 
When the renderers are invisible,
  only root motion is animated. All other body parts will remain static while
  the character is invisible. | 

 
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