Before: An un-animated gameobject (“Cube”) is selected. The Animation, Hierarchy, Project and Inspector windows are arranged side-by-side for clarity. We have just a simple cube, with no Animator component. In the image below, you can see a GameObject selected (“Cube”) that is not yet animated. The Animator Controller is assigned to an Animator Component which is added to the GameObject. The clip is automatically added as the default state to a new Animator Controller which is also saved as an asset. The diagram below shows how these pieces are assigned, starting from the new animation clip created in the Animation Window: A new clip is created, and saved as an asset. The Animator Controller asset must have one or more Animation Clips assigned.The Animator component must have an Animator Controller asset assigned.A GameObject must have an Animator component.While the above steps automatically set up the relevant components and references, it can useful to understand which pieces must be connected together. Adding an additional new Animation Clip to an object which already has some clips assigned How it fits together Again, you will be prompted to save your new empty Animation Clip before being able to work with it. If you want to create a new Animation Clip on an object that already has animations, you must select “Create New Clip” from this menu. You can switch between which Animation Clip is visible in the window by using the menu in the top-left of the Animation window, just under the playback controls. Instead, one of the clips will be visible in the animation window. If the Game Object already has one or more Animation Clips assigned, the “Create” button will not be visible. The result of this automatic sequence is that all the required elements of the animation system are set up for you, and you can now begin animating the objects.
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