“Culling Mode” determines how the animations will behave when they are outside of the view of the camera. This is best for UI animations that aren’t trying to be realistic and have no physics interactions. And “Unscaled Time” simply runs all animations at 100% speed. It is best for animations with a lot of physics interactions as this operates on a completely different frame rate than “Normal”. “Animate Physics” uses the frame rate that the FixedUpdate() uses. This is the one we’re going to be using as it is will match the current frame rate of the game. “Normal” simply uses the frame rate that the Update() method uses. “Update Mode” determines what frame rate the Animator should use. All of our walk and run animations have the forward motion animated into the clip so we want this enabled. This obviously contributes to a more realistic character animation but it requires the animator to actually animate the character moving forward. With this enabled, our animation will be what drives the locomotion of our object not the scripting of the game object. “Apply Root Motion” will determine whether or not our character will move in an additive way. Since we’re operating in 2D, we have no need for an Avatar. This is because an Avatar is primarily for 3D humanoids as opposed to 2D. This is where we would assign the Avatar property. The “Avatar” field is fairly self-explanatory. For now, however, let’s go back to the Animator component and continue examining it. We already have one assigned to this field and you can go to Window -> Animation -> Animator to see what an Animator Controller looks like.Īs you can see, all of our animations are stored here ready for us to do structure interactions between them. It is where all the running, jumping, and walking actions come together into one unified site. The “Controller” field is where we assign an animator controller.Īn “Animator Controller” allows us to create interactions between animations. Click on the Adventurer character and have a look at the Animator component. Let’s start by examining the Animator component. You will still be able to complete this project even if you have limited knowledge of C#. If, however, you aren’t confident in your C# coding skills, follow along with this tutorial anyway. Also, some familiarity with C# would be quite helpful. This project also requires the “2D Animation,” “2D Sprite Skinning,” and “2D Inverse Kinematics” packages so make sure you have those downloaded and imported into your project before continuing (for instructions on downloading and importing the packages, refer to the first part of this tutorial: Rig a 2D Character in Unity). Here is a link to the project files that will get you started in this tutorial: Project Files. Or, if you like, you could download the project files from the animation tutorial and jump right into this one. Both are an in-depth view of rigging and animating a character. If you are interested in sprite rigging or 2D animation, have a look at those two tutorials. This tutorial uses a 2D sprite that was rigged in this tutorial ( Rig a 2D Character in Unity) and animated in this tutorial ( Animate a 2D Character in Unity). At the end of this tutorial, we will have a complete 2D character that will behave in such a way you would almost expect it to declare, “There are no strings on me!” We will create a system of machines that will intelligently transition between actions and take keyboard input from the user. We will take the animated motions of this character and dictate to it when it will run, jump, or walk. In this tutorial, we will take an animated character and be its puppet master. An illusionist that crafts a realistic movement, and a puppet master that orchestrates this movement. I would say that when it comes to video games, animators are both an illusionist and a puppet master. What is it that an animator does? What summary can we give that would accurately describe the operations an animator performs? Is an animator an artist illusionist? Is he a virtual puppet master? What about video game animators? Are they much different from a pen-and-pencil animator?
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