Animator Controller
The Animator
Controller is the main component by which animation behaviour is added
to an object.
Creating
an Animator Controller
You can
view and set up character behaviour from the Animator Controller view (Menu: ).
The
various ways an Animator Controller can be created:
·
From
the Project
View by selecting ‘ ’.
·
By
right-clicking in the Project View and selecting ‘ ’.
·
From
the Assets menu by selecting ‘ ’.
This
creates a
.controller
asset on disk, which looks like this in
the Project
Browser
Animator
Controller asset on disk
After the
state machine setup has been made, you can drop the controller onto the
Animator component of any character with an Avatar in the Hierarchy View.
The
Animator Controller window will contain
·
The Animation Layer Widget (top-left corner)
·
The Event Parameters Widget (bottom-left)
·
The visualization of the State Machine
itself.
Note that
the Animator Controller Window will always display the state machine from the
most recently selected
.controller
asset, regardless of what scene is currently
loaded.
Animation States
Animation States are the basic building blocks of an Animation
State Machine. Each state contains an individual animation sequence
(or blend
tree) which will play while the character is in that state. When an
event in the game triggers a state transition, the character will be left in a
new state whose animation sequence will then take over.
When you select a state in the Animator Controller, you will see the
properties for that state in the inspector:-
Property:
|
Function:
|
Speed
|
The default speed
of the animation
|
Motion
|
The animation clip
assigned to this state
|
Foot IK
|
Should Foot IK be
respected for this state
|
Transitions
|
The list of
transitions originating from this state
|
The default state, displayed in brown, is the state that the
machine will be in when it is first activated. You can change the default
state, if necessary, by right-clicking on another state and selecting from
the context menu. The solo and mute checkboxes on each transition are used
to control the behaviour of animation previews - see this
page for
further details.
A new state can be added by right-clicking on an empty space in
the Animator
Controller Window and
selecting from the context menu. Alternatively,
you can drag an animation into the Animator Controller Window to create a state
containing that animation. (Note that you can only drag Mecanim animations into
the Controller - non-Mecanim animations will be rejected.) States can also
contain Blend
Trees.
Any State
Any State is a special state which is always
present. It exists for the situation where you want to go to a specific state
regardless of which state you are currently in. This is a shorthand way of
adding the same outward transition to all states in your machine. Note that the
special meaning of Any State implies
that it cannot be the end point of a transition (ie, jumping to “any state”
cannot be used as a way to pick a random state to enter next).
Animation Transitions
Animation
Transitions define what happens when you switch from
one Animation State to another. There can be only one
transition active at any given time.
Property:
|
Function:
|
Atomic
|
Is this transition atomic? (cannot
be interrupted)
|
Conditions
|
Here we decide when transitions
get triggered.
|
A condition
consists of:
·
An event parameter or an Exit Time, specifying a number
which represents the normalized time of the source state (e.g. 0.95 means the
transition will trigger, when we’ve played the source clip 95% through).
·
A conditional predicate, if needed (for example Less/Greater for
floats).
·
A parameter value (if needed).
You can adjust the
transition between the two animation clips by dragging the start and end values
of the overlap.
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