MecAnim

MecAnim

  MecAnim是Unity 4.0推出的新的动画系统,新系统使用Animator组件来控制动画,老系统使用Animation组件来控制动画。此篇讲述MecAnim系统。

  What is rigging & skinning?

  

  How many terminology does MecAnim has?

  1、Animator & Animator Controller。

  2、Retargeting。(Through Animator Controller)

  3、Avatar & Avatar Body Mask & Muscle & Humanoid Template。

Animator Component

  Any GameObject that has an avatar will also have an Animator component, which is the link between the character and its behavior.

  只要有avatar就会有Animator Component,Animator Component连接了character & its behavior.

  

  上图看到Animator组件有 Controller & Avatar 2个reference,显然起到连接avatar和controller的作用。

Apply Root Motion Should we control the character's position from the animation itself or from script.
Animate Physics Should the animation interact with physics?

Animator Controller

  By Animator Controller animation behaviour is added to an object. You can drop the controller onto the Animator component of any character with an Avatar in the Hierarchy View.

Animation Layers

  Unity uses Animation Layers for managing complex state machines for different body parts. An example of this is if you have a lower-body layer for walking-jumping, and an upper-body layer for throwing objects / shooting.

  

  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.

Animation State Machines

  Actions are referred to as states, in the sense that the character is in a "state" where it is walking, idling or whatever. The set of states, the set of transitions and the variable to remember the current state form a state machine.

  State Machines consist of StatesTransitions and Events and smaller Sub-State Machines can be used as components in larger machines.

原文地址:https://www.cnblogs.com/tekkaman/p/3538758.html