Recently doing animation-related content, tidy Animator.
1. Animated switch
1.1 switching between the state of connection between states (Make Transition), and set the trigger condition code calls SetTrigger, SetBool like trigger.
1.2Transition property
Has Exit Time: Check if you need to exit the animation aired
Exit Time: Exit time animation, for example, 0.8 represents 80% of the movie playback can be converted to the next state.
Fixed Duration: Check if a fixed time, expressed as a percentage not checked.
Transition Time: Transition Time
Transition Offset: time target state began, 0.2, 20% start playing.
Interruption Source Ordered Interruption and I have not used. . . Just read an article about this http://www.manew.com/thread-142391-1-1.html
Conditions: N may be provided Goto conditions.
1.3 animation function integration
CrossFade函数,CrossFade(string stateName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset)
The name of the target state: stateName
normalizedTransitionDuration: transition time as a percentage, and is similar to the above Transition Time
layer: level, 1 and 0 are BaseLayer
normalizedTimeOffset: target animation start offset, and is similar to the above Transition Offset
CrossFadeInFixedTime (int stateHashName, float fixedTransitionDuration, int layer, float fixedTimeOffset) function, the second and fourth parameter represents a specific time. Like the other and CrossFade
When the same connection crossfade parameter Transition above parameters, the same transition effect can be obtained.
1.4play function
play function, direct broadcast animation, there is no integration.
2. The sub-state machine
It can be made into a state related to the set state, such as a set of states following a general defense Defense, Defense block defense sub-state of the counter. You can make the logic more clearly.
3.Blend Tree hybrid tree
The most suitable mix of animation tree moving, the moving around, animation blending, mixing performance of different animated by specific numerical parameters.
4.layer level animation
baselayer can be used to handle basic operation switching, the higher-level animation can do some additional mixing for animation, such expression.
New Level
weight: weight layer weight
Mask: body mask (The following figure shows the display only the head of animation)
Blending: override denotes a cover, addtive represent the superposition
sync: synchronization state indicates a layer (source layer in selected) machine, but may alternatively animation therein. In the event of injury or other similar circumstances it can be used.
Timing: Check the replication layer is to press play, do not check the source layer is to press play
IK pass: Use IK (inverse kinematics) animations, based on the estimated position of its parent node bones.
Think hard before the game and feel straight break Animator is closely related to, but better to say something, then stroked a stroke made it. . .