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How To Assign A Animation To A Object Unity

Creating a New Animation Prune

Animative a Game Object

Once y'all have saved the new Blitheness clip Asset, yous are ready to brainstorm calculation keyframes to the prune. To brainstorm editing an Animation Clip for the selected Game Object, click on the Animation Record button. This volition enter Animation Record Way, where changes to the Game Object are recorded into the Animation Clip.

Record button
Tape button

You can stop the Blitheness Record Mode at any time past clicking the Animation Mode push button again. This will revert the Game Object to the state it was in prior to inbound the Blitheness Mode.

The changes you make to the GameObject volition be recorded every bit keyframes at the electric current time shown by the red line in the Animation Window.

Y'all can animate any property of the object by manipulating the object while in Animation Record Way. Moving, Rotating or Scaling the object will add corresponding keyframes for those properties in the animation prune. Adjusting values directly in the object's inspector will as well add together keyframes while in Tape mode. This applies to whatsoever holding in the inspector, including numeric values, checkboxes, colours, and almost other values.

Whatever animated properties of the GameObject are shown listed in the property list on the left-hand side of the Animation Window. Properties which are not blithe are not shown in this window. Any new properties that yous breathing, including properties on child objects, are added to the property listing area as soon as you kickoff animating them.

Transform backdrop are special in that the .10, .y, and .z properties are linked, so that curves are added 3 at a time.

You tin can also add animatable backdrop to the current GameObject (and its children) by clicking the Add Holding button. Clicking this button shows a pop up list of the GameObject's animatable properties. These correspond with the properties yous can see listed in the inspector.

The animatable properties of a GameObject are revealed when you click the Add Property button
The animatable properties of a GameObject are revealed when you lot click the Add Holding button

When in Animation Mode, a red vertical line will evidence which frame of the Blitheness Clip is currently previewed. The Inspector and Scene View volition testify the Game Object at that frame of the Animation Clip. The values of the animated backdrop at that frame are too shown in a column to the right of the property names.

In Blitheness Way a red vertical line shows the currently previewed frame.

Current frame
Current frame

Fourth dimension Line

You can click anywhere on the Time Line to preview or modify that frame in the Animation Prune. The numbers in the Fourth dimension Line are shown every bit seconds and frames, and so 1:thirty means 1 second and xxx frames.

Time Line
Time Line

Blitheness Mode

In Animation Mode you can motility, rotate, or scale the Game Object in the Scene View. This will automatically create Animation Curves for the position, rotation, and scale properties of the Animation Clip if they didn't already exist, and keys on those Blitheness Curves will automatically be created at the currently previewed frame to store the corresponding Transform values you changed.

You can also utilize the Inspector to modify any of the other animatable properties of the Game Object. This too volition create Animation Curves as needed, and create keys on those Animation Curves at the currently previewed frame to store your changed values.

Keyframe Creation

You tin can manually create a keyframe using the Add Keyframe push button. This volition create a key for all the properties that are currently selected in the Animation View. This is useful for selectively adding keys to specific properties merely.

The Add Keyframe Button
The Add Keyframe Push

Creating a New Blitheness Clip

Source: https://docs.unity3d.com/560/Documentation/Manual/animeditor-AnimatingAGameObject.html

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