Use an Animator componentA component on a model that animates that model using the Animation system. The component has a reference to an Animator Controller asset that controls the animation. More info
See in Glossary to assign animation to a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObjectâs functionality is defined by the Components attached to it. More info
See in Glossary in your SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary. The Animator component requires a reference to an Animator ControllerControls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. More info
See in Glossary which defines which animation clipsAnimation data that can be used for animated characters or simple animations. It is a simple âunitâ piece of motion, such as (one specific instance of) âIdleâ, âWalkâ or âRunâ. More info
See in Glossary to use, and controls when and how to blend and transition between them.
If the GameObject is a humanoid character with an Avatar definition, the Avatar should also be assigned in the Animator component.
The Animator component with a controller and avatar assigned Properties Property Function Controller The animator controller attached to this character. AvatarAn interface for retargeting animation from one rig to another. More infoThe information box at the bottom of the Animator component provides you with a breakdown of the data being used in all the clips used by the Animator Controller.
An animation clip contains data in animation curvesAllows you to add data to an imported clip so you can animate the timings of other items based on the state of an animator. For example, for a game set in icy conditions, you could use an extra animation curve to control the emission rate of a particle system to show the playerâs condensing breath in the cold air. More info
See in Glossary, which represent how a value changes over time. These curves may describe the position or rotation of an object, the flex of a muscle in the humanoid animationAn animation using humanoid skeletons. Humanoid models generally have the same basic structure, representing the major articulate parts of the body, head and limbs. This makes it easy to map animations from one humanoid skeleton to another, allowing retargeting and inverse kinematics. More info
See in Glossary system, or other animated values within the clip such as a changing material color.
This table explains what each item of data represents:
Label Description Clip Count The total number of animation clips used by the animator controller assigned to this Animator. Curves (Pos, Rot & Scale) The total number of curves Unity uses to animate the position, rotation or scale of GameObjects. These are for animated GameObjects that are not part of a standard humanoid rig. When animating a humanoid avatar, these curves would show up a count for extra non-muscle bones such as a tail, flowing cloth or a dangling pendant. If you have a humanoid animation and you notice unexpected non-muscle animation curves, you might have unnecessary animation curves in your animation files. Muscles The number of muscle animation curves used for humanoid animation by this Animator. These are the curves used to animate the standard humanoid avatar muscles. As well as the standard muscle movements for all the humanoid bones in Unityâs standard avatar, this also includes two âmuscle curvesâ which store the root motionMotion of characterâs root node, whether itâs controlled by the animation itself or externally. More infoIf your animation clips are imported with Anim. CompressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary set to Optimal in the Animation import reference, Unity will use a heuristic algorithm to determine whether it is best to use the dense or stream method to store the data for each curve.
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