Animator

1、State Machine Behaviours

  A State Machine Behaviour is a special class of script. In a similar way to attaching regular Unity scripts (MonoBehaviours) to individual GameObjects, you can attach a StateMachineBehaviour script to an individual state within a state machine.

  StateMachineBehaviour 类似 MonoBehaviour。

  

2、when you make a transition to a sub-state machine, you have to choose which of its states you want to connect to.

  

  In sub-state-machine, You will notice an extra state in the sub-state machine whose name begins with Up.If you add a transition from a state in sub-state machine to the Up state, you will be prompted to choose one of the states of the enclosing machine to connect to.

  

3、Animation Layer.

  

  Mask是指一个Avatar Mask的资源。用于指定有效部分。

  An ‘M’ symbol is visible in the Layers sidebar to indicate the layer has a mask applied.

  

  Blending type. Override means information from other layers will be ignored, while Additive means that the animation will be added on top of previous layers.

  Sync. The state machine structure will then be the same, but the actual animation clips used by the states will be distinct.

  An ‘S’ is symbol is visible in the Layers sidebar to indicate the layer is a synced layer.

4、Blend Tree

  Blend Tree is used to blend between two or more similar motions.  Best known example is the blending of walking and running animations according to the character’s speed.

  BlendTree用于在相似动画间混合。

  BlendTree 和 Transition 之间的关系。

  • Transitions are used for transitioning smoothly from one Animation State to another over a given amount of time. Transitions are specified as part of an Animation State Machine. A transition from one motion to a completely different motion is usually fine if the transition is quick.

  • Blend Trees are used for allowing multiple animations to be blended smoothly by incorporating parts of them all to varying degrees. The amount that each of the motions contributes to the final effect is controlled using a blending parameter, which is just one of the numeric animation parameters associated with the Animator Controller. In order for the blended motion to make sense, the motions that are blended must be of similar nature and timing. Blend Trees are a special type of state in an Animation State Machine.

  BlendTree也是一个State,通过右键菜单可以创建。双击BlendTree,可以进入内部。

  

  在BlendTree模式中,通过Inspector可以添加Motion。

  

  通过右键菜单也可添加。一个BlendTree可以再添加BlendTree。

  

5、Animator Override Controller

   

  

6、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).

  

  

  

Animator的更多相关文章

  1. Animator Controller 继承关系

    准备知识 对于Animator Controller中蜘蛛网一样的几十条连线,后续如果靠人工维护,那成本将是很大. AnimatorOverrideController组件的文档:https://do ...

  2. Unity Animator动画状态机 深入理解(二)IK控制

    IK还是一个很神奇和实用的东西啊,起码可以用代码来控制人物骨骼位置还是很爽的.因为不是动画师~ 这篇可能跟Animator没啥关系了哈,都是代码层的. 看了一官方的案例,老的,有些问题,自己修改了一下 ...

  3. Unity Animator动画状态机 深入理解(一)

    接触Unity以来就已经有了Animator,Animation用的少,不过也大概理解他俩之间的一个区别于联系. 图中其实就是Animator和Animation之间的区别于联系了,啊!你肯定会告诉我 ...

  4. 【转】Mecanim Animator使用详解

    http://blog.csdn.net/myarrow/article/details/45242403 1. 简介 Mecanim把游戏中的角色设计提高到了一个新的层次,使用Mecanim可以通过 ...

  5. UGUI&&Animator模块知识点随记

    1.Render Texture,把这个赋给摄像机,这个对象就保存了摄像机拍摄到的纹理,再把他赋给Raw Image. 2.给Button添加事件关联时,函数不能带有yield WaitForSeco ...

  6. Dom Animator – 提供 Dom 注释动画的 JS 库

    DOM 动画是一个极好的 JavaScript 库,用来在页面的 DOM 注释中显示小的 ASCII 动画.这对于那些检查你的代码的人是一个小彩蛋,仅此而已.它是一个独立的库,不依赖 jQuery 或 ...

  7. 给animator动态添加事件

    using UnityEngine; using System.Collections; public class setAnimationEvent : MonoBehaviour { public ...

  8. Unity3D 敌人AI 和 动画( Animator )系统的实例讲解

    在这个实例中,我们要做一些敌人AI的简单实现,其中自动跟随和动画是重点,我们要达到的目标如下: 1.敌人能够自动跟随主角 2.敌人模型一共有四个动作:Idle(空闲) Run(奔跑) Attack(攻 ...

  9. Animator窗口视图Project视图PlayerIdleAnimation和PlayerWalkingAnimation

    Animator窗口视图Project视图PlayerIdleAnimation和PlayerWalkingAnimation 通过上一小节的操作,我们新建了2个动画:PlayerIdleAnimat ...

  10. Unity-Animator深入系列---剪辑播放后位置预判(Animator.Target)

    回到 Animator深入系列总目录 animator.SetTarget(...);可以在播放前预判剪辑播放后的位置,但只限于人形动画 参数1是预判的关节,参数2是映射的剪辑时间 调用后通过targ ...

随机推荐

  1. 了解Python内存管理机制,让你的程序飞起来

    引用: 语言的内存管理是语言设计的一个重要方面.它是决定语言性能的重要因素.无论是C语言的手工管理,还是Java的垃圾回收,都成为语言最重要的特征.这里以Python语言为例子,说明一门动态类型的.面 ...

  2. js 数组对象的操作方法

    在jquery中处理JSON数组的情况中遍历用到的比较多,但是用添加移除这些好像不是太多. 今天试过json[i].remove(),json.remove(i)之后都不行,看网页的DOM对象中好像J ...

  3. gentoo kvm qemu virt-manager - Unable to complete install: error creating macvtap interface macvtap0@: Operation not supported'

    碰到这个一般是内核没有开启相应的 macvtap 选项,开启相应选项后,就不会报错了. Device Drivers ---> Network Device Support ---> &l ...

  4. 实战ELK(1) 安装ElasticSearch

    第一步:环境 linux 系统 Java 1.8.0  elasticsearch-6.5.1 第二步:下载 2.1 JDK:https://mirrors.aliyun.com/centos/7.5 ...

  5. [Android]Android布局优化之<include />

    转载请标明:转载于http://www.cnblogs.com/Liuyt-61/p/6602891.html -------------------------------------------- ...

  6. Ruby学习笔记7: 添加身份验证(adding Authentication)

    我们已经完成了Category & Product页面内容的增删改查,再加入一个身份验证即可成为一个较完整的Rails App了.本文就来完成这个任务. We now need to give ...

  7. 【转载】Putty出现 Network error:Software caused connection abort

    一.putty發生 network error 开始菜单进入regedit,尋找 HKEY_CURRENT_USER\Software\SimonTatham 并把这个目录下的子目录全部删除,删除前务 ...

  8. Spring Maven项目集成Springboot

    Maven管理的Spring项目,准备集成Springboot做接口 1.Springboot对Spring有版本要求 我用的Springboot版本:1.4.5.RELEASE,对应Spring的版 ...

  9. scrapy之downloader执行流程

    Agent = client.Agent class ScrapyAgent(object): _Agent = Agent#为twisted的client.Agent类 _ProxyAgent = ...

  10. Kubernetes的ConfigMap说明

    这篇博文,我们来说一说,关于在kubernetes的pod中自定义配置的问题. 我们知道,在几乎所有的应用开发中,都会涉及到配置文件的变更,比如说在web的程序中,需要连接数据库,缓存甚至是队列等等. ...