Animation

Animation System Components

Composition of Animation System

ConceptExplanation
AnimatorThe animation controller component used to control the playback of animations. The Animator component reads the AnimatorController as animation data. Use AnimatorControllerParameter to set variables in the Animator.
AnimatorControllerStores animation data for the Animator component. An AnimatorController contains multiple AnimatorControllerLayers for layered playback or animation overlay.
AnimatorControllerParameter(/apis/core/#AnimatorControllerParameter)Variables used in the animation controller, allowing users to change variables in scripts to control animation state transitions.
AnimatorControllerLayerStores animation state machine data for this layer, blending mode, and blend weight. When multiple AnimatorControllerLayers are played simultaneously, setting blendingMode = AnimatorLayerBlendingMode.Additive achieves animation overlay effect.
AnimatorStateMachineEach AnimatorControllerLayer has an AnimatorStateMachine for controlling AnimatorState playback, transitions between states, and transitions.
BlendingModeThe blending mode of the animation layer, defaulting to AnimatorLayerBlendingMode.Override, can be set to AnimatorLayerBlendingMode.Additive for animation overlay effect by setting the layers below to AnimatorLayerBlendingMode.Additive.
AnimatorStateAnimatorState is the basic component of AnimatorStateMachine. It can control the speed, looping, start, and end times of an AnimationClip. Each AnimatorState needs to be bound to an AnimationClip, which will be played when in that state.
AnimatorTransitionDefines when and how the state machine transitions from one state to another. It allows setting transition start time exitTime, target state start time offset, and transition duration duration.
AnimationClipA segment of animation data created by designers based on keyframes. An AnimationClip generally corresponds to a specific action of a model, and each AnimationClip contains multiple AnimationCurves.
AnimationCurveIn a model with multiple bones, the animation keyframe data for a specified property of each bone entity is stored in AnimationCurve. An AnimationCurve contains multiple Keyframes, which are keyframe data.
AnimationEventAllows you to call callback functions in a script bound to the same entity at a specified time.
KeyframeStores keyframe data for animations, specifying what the value of an entity's property should be at a given time.
InterpolationThe interpolation method of keyframes in an animation curve, determining how the value of a property should be calculated when the time is between two keyframes.

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