Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Unity Animation Essentials
  • Table Of Contents Toc
  • Feedback & Rating feedback
Unity Animation Essentials

Unity Animation Essentials

By : Alan Thorn
3.8 (10)
close
close
Unity Animation Essentials

Unity Animation Essentials

3.8 (10)
By: Alan Thorn

Overview of this book

This book is targeted at hobbyists, students, and game development professionals familiar with the Unity basics, looking to extend their skills and knowledge in the field of real-time game animation. You will need to be familiar with level design and basic scripting in C# and have a good knowledge of game development.
Table of Contents (9 chapters)
close
close

Understanding animation

At its most fundamental level, animation is about a relationship between two specific and separate properties, namely change on one hand and time on the other. Technically, animation defines change over time, that is, how a property adjusts or varies across time, such as how the position of a car changes over time, or how the color of a traffic light transitions over time from red to green. Thus, every animation occurs for a total length of time (duration), and throughout its lifetime, the properties of the objects will change at specific moments (frames), anywhere from the beginning to the end of the animation.

This definition is itself technical and somewhat dry, but relevant and important. However, it fails to properly encompass the aesthetic and artistic properties of animation. Through animation and through creative changes in properties over time, moods, atmospheres, worlds, and ideas can be conveyed effectively. Even so, the emotional and artistic power that comes from animation is ultimately a product of the underlying relationship of change with time. Within this framework of change over time, we may identify further key terms, specifically in computer animation. You may already be familiar with these concepts, but let's define them more formally.

Frames

Within an animation, time must necessarily be divided into separate and discrete units where change can occur. These units are called frames. Time is essentially a continuous and unbreakable quantity, insofar as you can always subdivide time (such as a second) to get an even smaller unit of time (such as a millisecond), and so on. In theory, this process of subdivision could essentially be carried on ad infinitum, resulting in smaller and smaller fractions of time. The concept of a moment or event in time is, by contrast, a human-made, discrete, and self-contained entity. It is a discrete thing that we perceive in time to make our experience of the world more intelligible. Unlike time, a moment is what it is, and it cannot be broken down into something smaller without ceasing to exist altogether. Inside a moment, or a frame, things can happen. A frame is an opportunity for properties to change—for doors to open, characters to move, colors to change, and more. In video game animation specifically, each second can sustain or contain a specified number of frames. The amount of frames passing within a second will vary from computer to computer, depending on the hardware capacity, the software installed, and other factors. The frame capacity per second is called FPS (frames per second). It's often used as a measure of performance for a game, since lower frame rates are typically associated with jittery and poor performance. Consider the following figure, showing how frames divide time:

Frames

Frames divide time

Key frames

Although a frame represents an opportunity for change, it doesn't necessarily mean change will occur. Many frames can pass by in a second, and not every frame requires a change. Moreover, even if a change needs to happen for a frame, it would be tedious if animators had to define every frame of action. One of the benefits of computer animation, contrasted with manual, or "old", animation techniques, is that it can make our lives easier. Animators can instead define key, or important, frames within an animation sequence, and then have the computer automatically generate the intervening frames. Consider a simple animation in which a standard bedroom door opens by rotating outwards on its hinges by 90 degrees. The animation begins with the door in the closed position and ends in an open position. Here, we have defined two key states for the door (open and closed), and these states mark the beginning and end of the animation sequence. These are called key frames, because they define key moments within the animation. On the basis of key frames, Unity (as we'll see) can autogenerate the in-between frames (tweens), smoothly rotating the door from its starting frame to its ending frame. The mathematical process of generating tweens is termed as interpolation. See the following figure, showing how frames are generated between key frames:

Key frames

Tweens are generated between key frames using interpolation

Visually different images
CONTINUE READING
83
Tech Concepts
36
Programming languages
73
Tech Tools
Icon Unlimited access to the largest independent learning library in tech of over 8,000 expert-authored tech books and videos.
Icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Icon 50+ new titles added per month and exclusive early access to books as they are being written.
Unity Animation Essentials
notes
bookmark Notes and Bookmarks search Search in title playlist Add to playlist font-size Font size

Change the font size

margin-width Margin width

Change margin width

day-mode Day/Sepia/Night Modes

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY

Submit Your Feedback

Modal Close icon
Modal Close icon
Modal Close icon