The Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values.The clip’s name is visible in the clip menu, just below the playback controls. Frames in between the keyframes are called inbetweens. The Animation Window (top left) shows a timeline with a white playback head line, ready to record new keyframes A frame that marks the start or end point of a transition in an animation.Fig 3: Animation Clip Diagram.Īfter you create a new Animation Clip, you can now see: The diagram below shows how Unity assigns these pieces, starting from the new Animation Clip in the Animation Window (see Fig 3: Animation Clip Diagram). The Animator Controller asset must have one or more Animation Clips assigned.The same Animator Controller can be referenced by multiple models with Animator components. The Animator component must have an Animator Controller Controls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters.A GameObject must have an Animator component.However, it is useful to understand how the pieces connect. The above steps automatically set up the relevant components and references. Fig 2: Adding more Animation Clips How it fits together Again, Unity prompts you to save your new empty Animation Clip before you can work on it. To create a new Animation Clip on a GameObject that has existing animations, select Create New Clip from this menu. To switch between Animation Clips, use the menu in the top-left of the Animation window, under the playback controls (see Fig 2: Adding more Animation Clips). Instead, one of the existing clips is visible in the Animation window. If the GameObject already has one or more Animation Clips assigned, the “Create” button is not visible. Assigns the new Animator Controller to the Animator ComponentĪll the required elements of the animation system are now set up, and you can begin animating the GameObject.Adds an Animator Component to the GameObject that you are applying animation to.Adds the new clip into the Animator Controller as the default state.Creates a new Animator Controller Asset.When you save this new empty Animation Clip, Unity does the following: You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture.
An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. Unity prompts you to save your new empty Animation Clip in your Assets Any media or data that can be used in your game or project. More info See in Glossary does not yet have any Animation Clips assigned, the “Create” button appears in the centre of the Animation Window timeline area (see Fig 1: Create a new Animation Clip).Ĭlick the Create button. A GameObject’s functionality is defined by the Components attached to it. If the GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary, select a GameObject in your Scene, and open the Animation Window (top menu:) Window > Animation > Animation.
It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. To create a new Animation Clip Animation data that can be used for animated characters or simple animations.