Animator
【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
- 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 ...
- 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 ...
- 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 ...
- 【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 ...
- 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 ...
- 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 ...
- 给animator动态添加事件
using UnityEngine; using System.Collections; public class setAnimationEvent : MonoBehaviour { public ...
- 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 ...
- 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 ...
- 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
- sql server ldf 日志文件清理
- 12.利用kakatips对网站数据信息监控
网站信息监控 kakatips软件 百度云链接:https://pan.baidu.com/s/1lNH8OGODbIvYeFTjz6kVEQ 密码:5qtz 这是我编辑好的具体详情如下: 有效标记需 ...
- mysql decode encode 乱码问题
帮网友解决了一个问题,感觉还是挺好的. 问题是这样的: 问个问题:为什么我mysql中加密和解密出来的字段值不一样?AES_ENCRYPT和 AES_DECRYPT 但是解密出来就不对了 有时候 ...
- centos 7 端口
查看端口是否占用 netstat -tlnp|grep 8080 查看已经开放的端口 firewall-cmd --zone=public --list-ports 增加开放端口 firewall-c ...
- linux 实用指令
通过init 来制定/切换不同的运行指令 查看linux 系统下,电脑的运行级别 vim /etc/inittab 如何找回丢失的root密码? 进入到单用户模式,然后修改root密码 进入到单用户 ...
- 开源项目几点心得,Java架构必会几大技术点
关于学习架构,必须会的几点技术 1. java反射技术 2. xml文件处理 3. properties属性文件处理 4. 线程安全机制 5. annocation注解 ...
- 关于vector变量的size,是一个无符号数引发的bug。LeetCode 3 sum
class Solution { public: vector<vector<int>> threeSum(vector<int>& a) { vector ...
- Future Clalback使用案例
目前知道可以实现线程按照顺序的java原生方法有 join(),CountDownLatch,Executors.newSingleThreadExecutor(),FutureTask.. Futu ...
- li直接1px 像素的原因
1.由于空白节点(多由于Enter造成),li不换行就可以解决问题. Internet Explorer会忽略节点之间生成的空白节点,其它浏览器不会忽略(可以通过检测节点类型,过滤子节点) 2.完美解 ...
- jquery接触初级-----juqery DOM操作实例,动态图片显示
1. 要求:对一个a标签元素,当鼠标操作,移入时,显示a标签title属性的信息,鼠标移出时,隐藏a标签属性的title属性信息 a 标签本身的title 属性具有自我显示的特性,但是这个特性比较慢, ...