This chapter covered both the native Unity Animation window for developing in-game animations within Unity, and particle systems for creating animations with many moving parts. The Animation Editor produces the Animation Clip data, which defines a set of key frames plotting change over time, and these are compatible (as we'll see later) with the Mecanim System. Particle Systems, by contrast, are entirely procedural and do not save their animation data to key frames. Rather, animation is created dynamically within those systems at runtime, based on graph-based input specified using the Shuriken Editor in the Object Inspector. This allows particle systems to display an impressive degree of flexibility. In the next chapter, we'll explore Mecanim further, looking at various Mecanim-based animations that don't involve humanoid characters.
Unity Animation Essentials
By :
Unity Animation Essentials
By:
Overview of this book
Table of Contents (14 chapters)
Unity Animation Essentials
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Animation Fundamentals
Sprite Animation
Native Animation
Noncharacter Animation with Mecanim
Character Animation Fundamentals
Advanced Character Animation
Blend Shapes, IK, and Movie Textures
Index
Customer Reviews