Index
A
- Action Points
- actions
- Pre-Action / There's more...
- Looped-Action / There's more...
- Post-Action / There's more...
- additive Mecanim layers
- used, for adding motion / Using additive Mecanim layers to add extra motion to a character, How to do it...
- animated moving platform
- creating / Animating an object's world position - creating a moving platform, How to do it...
- assigning / How to do it...
- key elements / How it works...
- animation, of multiple objects
- synchronizing / Synchronizing animation of multiple objects
- animation-driven behavior
- background characters, creating / Creating background characters and critters with animation-driven behavior, How to do it..., There's more...
- Animation Events
- used, for triggering script functions / Using Animation Events to trigger script functions, How to do it...
- working / How it works...
- used, for drawing weapon / Using Animation Events to draw a weapon, How it works...
- used, for triggering sound and visual effects / Using Animation Events to trigger sound and visual effects, How to do it..., How it works...
- animation flow
- controlling, with parameters / Using parameters to control the animation flow, How to do it...
- animations
- using, from multiple assets / Using animations from multiple assets, How to do it..., How it works...
- looping / Looping, mirroring and offsetting the animations, How it works...
- mirroring / Getting ready, How to do it..., How it works...
- setting, to loop / How to do it...
- offsetting / How to do it..., How it works...
- playback speed, adjusting / Adjusting the playback speed of animations, There's more...
- creating, for better transitions / Using animations for better looking transitions, How to do it..., How it works...
- adding, to off-mesh links / Adding animation to off-mesh links, How to do it..., How it works...
- synchronizing / Synchronizing an animation with objects in the scene, Getting ready, How to do it..., There's more...
- sound waveforms, using / Using waveform of a sound clip to animate objects in the scene, How to do it..., How it works...
- animation transitions
- creating, in Animator Controller / Creating animation transitions in Animator Controller, How to do it...
- working / How it works...
- Animation View
- used, for creating flickering light / Using the Animation View to create a flickering light, Getting ready, How to do it..., How it works...
- Dope Sheet / There's more...
- curves / There's more...
- light colors, blending / Getting ready, How to do it...
- used, for creating frame by frame sprite animation / Creating a frame-by-frame sprite animation with the Animation View
- camera shakes, creating / Creating camera shakes with the Animation View and the Animator Controller, How it works...
- public script variables, animating / Using the Animation View to animate public script variables, Getting ready, How it works...
- particle system's properties, animating / Animating properties of a particle system with the Animation View, How to do it..., How it works...
- day and night cycle, creating / Creating a day and night cycle with the Animation View, How to do it..., There's more...
- used, for animating camera / Using the Animation View to animate the camera, How to do it...
- used, for changing camera shots / Changing cameras with animation, How it works...
- Animator.SetLookAtPosition() method
- used, for making character to follow object / Using Quaternion.LookRotation() and Animator.SetLookAtPosition() methods to make characters follow an object with their gaze, How to do it..., How it works..., There's more...
- Animator Controller
- about / Creating and assigning an Animator Controller, Creating animation transitions in Animator Controller
- creating / How to do it...
- assigning / How to do it...
- working / How it works..., See also
- Apply Root Motion / How it works...
- state transition, creating / How to do it...
- Entry and Exit / There's more...
- Any state / There's more...
- light colors, blending / Blending light colors with the Animation View and the Animator Controller, How to do it...
- Sub-State Machine, using / Using Sub-State Machines in Animator Controller
- camera shakes, creating / Creating camera shakes with the Animation View and the Animator Controller, How to do it..., There's more...
- Animator state
- active status, checking / How to do it...
- Any State transitions
- used, for playing hit reaction / Using transitions from Any State to play hit reactions
- using / How to do it...
- working / How it works...
- appear/disappear animations
- automatic doors
- creating / Animating object's local position - creating automatic doors, Getting ready, How to do it..., How it works...
- key elements / How it works...
- Avatar Masks and Layers
B
- background characters
- creating, with animation-driven behavior / Creating background characters and critters with animation-driven behavior, How to do it..., There's more...
- Blend Shapes
- used, for animating facial expressions / Animating facial expressions with Blend Shapes, Getting ready, How it works...
- used, for morphing objects / Using Blend Shapes to morph an object into another one, How it works...
- Blend Tree, settings
- 1D / There's more...
- 2D Simple Directional / There's more...
- 2D Freeform Directional / There's more...
- 2D Freeform Cartesian / There's more...
- Direct / There's more...
- Time Scale / There's more...
- Mirror / There's more...
- Blend Trees
- about / Using Blend Trees to blend walk and run animations
- used, for blending walk and run animations / Using Blend Trees to blend walk and run animations, How to do it..., How it works...
- randomized actions, creating / Using Blend Trees to create randomized actions, How to do it...
- methods, used for aiming / Using Blend Trees to aim, How it works...
C
- camera shakes
- character
- animating / There's more...
- steering, with root motion / Getting ready, How to do it...
- jumping / Making a character jump with 3-phase animation, How to do it..., How it works...
- edge, grabbing / Getting ready, How to do it..., How it works...
- collision, modifying / Changing the character's collision while crouching, How to do it..., How it works...
- following, at gaze / Using Quaternion.LookRotation() and Animator.SetLookAtPosition() methods to make characters follow an object with their gaze, How to do it..., How it works..., There's more...
- character joints
- used, for creating generic ragdoll / Creating a generic ragdoll with character joints, How to do it..., How it works...
- parameters / How it works...
- climb animation
- creating, with root motion / Using root motion for climbing, How to do it..., How it works...
- cloth simulation
- creating / Using cloth, How to do it..., How it works...
- critters
- creating, with animation-driven behavior / Creating background characters and critters with animation-driven behavior, How to do it..., There's more...
- CutsceneIdle animation / How it works...
- cutscenes
- about / Introduction
- importing, from 3D package / Importing a whole cutscene from a 3D package, How to do it...
- working / How it works...
- playing, in gameplay with root motion / Using root motion to play cutscenes in gameplay
D
- 2D sprite animation
- exporting, from 3D package / Exporting a 2D sprite animation from a 3D package, How to do it...
- 3D package
- object animation, importing / Importing object animation from a 3D package
- used, for exporting 2D sprite animation / Exporting a 2D sprite animation from a 3D package, How to do it..., How it works...
- cutscene, importing / Importing a whole cutscene from a 3D package, How to do it...
- 180 degrees turn animation
- creating, with root motion / Using root motion for a 180 degrees turn, Getting ready, How to do it..., There's more...
- day and night cycle
- creating, with Animation View / Creating a day and night cycle with the Animation View, How to do it..., There's more...
- death trap
- destructible objects
- creating / Destructible objects, How to do it..., How it works..., Getting ready
- dismemberment effect
- creating / Dismemberment, Getting ready, How to do it..., How it works...
- Dodge animation / There's more...
- Double Sided Standard Mobile Legacy Shaders package / There's more...
E
- elevator triggered
- creating, player input used / How to do it..., There's more...
F
- facial expressions
- animating, with Blend Shapes / Animating facial expressions with Blend Shapes, Getting ready, How it works...
- flickering light
- creating, with Animation View / Using the Animation View to create a flickering light, How to do it...
- flying character
- creating, with root motion / Getting ready, How to do it..., There's more...
- frame by frame sprite animation
- creating, with Animation View / Getting ready
G
- generic ragdoll
- creating, with character joints / Creating a generic ragdoll with character joints, How to do it..., How it works...
- generic rig
- about / Configuring generic and humanoid rigs
- configuring / Getting ready, How to do it...
H
- Hierarchy
- used, for animating local rotation / Using the Hierarchy to animate local rotation - creating an orbiting planet, How it works...
- Planet2 / How it works...
- Hinge Joints
- using / How to do it...
- parameters / How it works...
- hit location, character
- detecting / Detecting the hit location on a character, How to do it...
- hit reaction / Using transitions from Any State to play hit reactions
- Humanoid / How it works...
- humanoid characters
- motion capture files, preparing / Preparing motion capture files for humanoid characters, Getting ready, How to do it...
- humanoid ragdolls
- humanoid rig
- configuring / Configuring generic and humanoid rigs, Getting ready, How to do it..., There's more...
- configuration options / How to do it...
- automatic retargeting / How it works...
- inverse kinematics / How it works...
- advanced animation settings / How it works...
- look at feature / How it works...
- additional bones / How it works...
I
- IK
- used, for interacting with scene objects / Using IK for interacting with scene objects, How to do it..., How it works...
J
- jump animation
- about / How it works...
- Jump / How it works...
- Land / How it works...
K
- Kinematic / How to do it...
L
- Lerp() function
- used, for animating object / Using the Lerp() function to animate an object, How to do it..., How it works...
- standard method / How it works...
- continuous method / How it works...
- Mathf.Lerp() function / How it works...
- Vector3.Lerp() function / How it works...
- Quaternion.Lerp() function / How it works...
- Color.Lerp() function / How it works...
- LookAt() method
- using / How to do it...
- working / How it works...
M
- math
- used, for animating object / Using math to animate an object, Getting ready, How it works...
- Mecanim states
- behaviors, adding / Adding behaviors to Mecanim states, How to do it..., How it works...
- motion capture files
- preparing, for humanoid characters / Preparing motion capture files for humanoid characters, Getting ready, How to do it..., See also
- multiple animations
- blending, with Blend Trees / Using Blend Trees to blend walk and run animations
N
- Nav Mesh Agent component
- character, driving with root motion / Using root motion to drive a NavMesh Agents' movement with animations, How to do it...
O
- object
- local position, animating / Animating object's local position - creating automatic doors, Getting ready, How to do it..., How it works...
- morphing, with Blend Shapes / Getting ready, How it works...
- object animation
- importing, from 3D package / Importing object animation from a 3D package
- off-mesh links
- animations, adding / Adding animation to off-mesh links, How to do it..., How it works...
- orbiting planets
- Override Animator Controller
- used, for animating different types of characters / Using override animator controllers to animate different types of characters
- using / How to do it...
- working / How it works...
P
- parameters
- used, for controlling animation flow / Using parameters to control the animation flow, How to do it...
- parameters, animation flow
- trigger / How it works...
- int / How it works...
- float / How it works...
- bool / How it works...
- parameters, Animator Controller
- controller / How it works...
- Avatar / How it works...
- Update Mode / How it works...
- Culling Mode / How it works...
- particles
- animating, with sprite sheets / Using sprite sheets to animate particles, How to do it..., How it works...
- particle system
- properties, animating with Animation View / Animating properties of a particle system with the Animation View, Getting ready, How it works...
- physics engine / Introduction
- playback speed, animation
- adjusting / How to do it..., There's more...
- player input
- used, for creating elevator triggered / Creating an elevator triggered by player input, How to do it..., How it works..., There's more...
- public script variables
- animating, with Animation View / Using the Animation View to animate public script variables, Getting ready, How it works...
Q
- Quaternion.LookRotation() method
- used, for making character to follow object / Using Quaternion.LookRotation() and Animator.SetLookAtPosition() methods to make characters follow an object with their gaze, How to do it..., How it works..., There's more...
R
- ragdoll
- force, applying / Applying force to a ragdoll, Getting ready, There's more...
- standing up animation, implementing / Getting up from a ragdoll, How to do it..., How it works...
- randomized actions
- creating, with Blend Trees / Using Blend Trees to create randomized actions, How to do it...
- rig configurations, Unity
- generic rig / How it works...
- humanoid rig / How it works...
- legacy / How it works...
- none / How it works...
- Rigid Body character
- driving, with root motion / Using root motion to drive Rigid Body characters' movement with animations, Getting ready, How to do it..., How it works...
- rigid body joints
- root motion
- used, for driving Rigid Body characters movement / Using root motion to drive Rigid Body characters' movement with animations, Getting ready, How to do it..., How it works...
- pros and cons / How it works...
- used, for steering character / Using root motion to steer a character, How to do it...
- used, for creating 180 degrees turn animation / Using root motion for a 180 degrees turn, Getting ready, How to do it..., There's more...
- used, for driving character with Nav Mesh Agent component / Using root motion to drive a NavMesh Agents' movement with animations, How to do it...
- used, for creating climb animation / Using root motion for climbing, How to do it..., How it works...
- used, for creating flying characters / Using root motion to create flying characters, How to do it..., There's more...
- used, for creating dodge move / Using root motion to create a dodge move
- used, for character dodge / How to do it...
- Rotate() function
- used, for animating object / Using the Rotate() function to animate an object, How to do it..., How it works...
S
- scene objects
- interacting, IK used / Using IK for interacting with scene objects, How to do it..., How it works...
- skeletal animation
- sound and visual effects
- triggering, with Animation Events / Using Animation Events to trigger sound and visual effects, How it works...
- sound waveforms
- used, for animations / Using waveform of a sound clip to animate objects in the scene, How to do it..., How it works...
- SpiderIdle / Getting ready
- sprite sheets
- used, for animating particles / Using sprite sheets to animate particles, How to do it..., How it works...
- Sub-State Machines
- using, in Animator Controller / Using Sub-State Machines in Animator Controller
- creating / How to do it...
- working / How it works...
- subtitles
- synchronizing, with animations / Synchronizing subtitles, How to do it...
- Sync option / There's more...
T
- trigger position
- Turret game object / There's more...
U
- Unity
- about / Introduction
- Hierarchy / How it works...
W
- wind emitters
- used, for creating realistic effects for foliage / Using wind emitters to create motion for foliage and particle systems, How to do it...
- used, for creating realistic effects for particle systems / Using wind emitters to create motion for foliage and particle systems, How to do it...