Unity 3D 动画系统
关键词:Mecanim(搜索Manual), Timeline
Mecanim手册描述
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1.The Animator Component
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The Animator Component binds Unity’s animation system to a game object;
A 3D humanoid character will require different settings than a 2D sprite.
(2d就随便找张图片,3D搞一个cube就行。。)
(属性上没有不同阿?)
然后还是逐一介绍属性是干嘛的
Controller : stores a reference to an animator controller asset.(存储对animator控制器资源的引用
(举例来说,之前Button将transition改为Animation后,自动生成的就是一个controller)
Animator controllers are unity generated assets(注意这里controller确实是属于assets的)that contains one or more state machines(?) which determine which animation is being played while the scene is running
These state machines can be on multiple layers (?) and use parameters of various types
State Machine应该就是指状态机吧,也就是右边的方块和箭头,Layer应该指最左边可以选择多个layer
Avatar
The avatar is an asset that unity creates when importing a 3D humanoid.(所以你自己新进的cube没有?)
(快进到经典unity娘导入完成)
It contains a definition of the skeletal rig the character has.(它包含角色具有的骨骼装备的定义)
确实是asset并且
When adding a character of this type to your scene the avatar field will automatically be filled in with an asset created for that character.(自动加,真好)
Trying to think of the avatar as the glue that binds the model to be animated to the animator.
(可能以后实践才好理解)
For generic(通用的) objects without skeletal rigging(操纵) , an avatar is not required.(soga)
Apply Root Motion(根部运动,草)
Determines whether the animation can affect the transform of the game object and is generally used with 3D humanoids.
Root Motion is the core movement within an animation clip. (?)
Image the difference between an animation of a character running on the spot(现场跑步,草)
verses one that is animated running a few paced forward.(一节是动画的向前跑了几步??)
In the latter