Sei sulla pagina 1di 19

INTRODUCTI

ON TO UNITY
ANIMATIONS
(PART 1)
Amir Ali

Reference : https://www.raywenderlich.com/1494-introduction-to-unity-animation
OBJECTIVE
 Animations
 Animations
 Animations

and Animations
ANIMATION
 The state of being full of life or vigour; liveliness.
 The technique of photographing successive drawings or positions of
puppets or models to create an illusion of movement when the film is
shown as a sequence.
GAME ANIMATION
 Game is combination of Animation

Game Animation, could be anything


 Animation, Part of story
 Animation, part of stage
 Character Animation
TECHNIQUES TO ANIMATE IN
UNITY
ANIMATION USING SPRITE
SHEET
 Frame by frame
Animation / Sprite
sheet animations
ANIMATION CREATED
AND EDITED WITHIN
UNITY
 Unity’s Animation Window allows
you to create and edit animation
clips.

 These clips can animate:


 The position, rotation and scale
of GameObjects
 Component properties such as
material colour, the intensity of
a light, the volume of a sound
 Script Properties like float,
integer, enum, vector and
Boolean variables
 The timing of calling functions
within your own scripts
ANIMATION FROM
EXTERNAL SOURCES
 Gif File
 Blender File
 Flash File
 Maya Model Animation

Etc.

 Humanoid animations
 captured at a motion capture studio
 Animations created from scratch by an artist in an external 3D application (such as
Autodesk® 3ds Max® or Autodesk® Maya®)
 Animation sets from 3rd-party libraries (eg, from Unity’s asset store)
 Multiple clips cut and sliced from a single imported timeline.
ANIMATION
VOCABULARY
TIMELINE
 The timeline is the part of the animation software that represents
the animation's progress over time.
FRAME RATE
 The frame rate of an animation is the number of individual images (or
frames) that are being displayed over the span of one second. It is a
setting you can adjust in the animation software.
 Animation is usually done in 24 frames per second (FPS).
KEYFRAMES | BREAKDOWNS
| INBETWEENS
 Key frames, breakdowns and in-betweens are important terms, but they
mean slightly different things depending on the type of animation.

 In 3D, a keyframe is any position on the timeline where the animator has
defined the position of the character. In-betweens are all the frames that
the computer interprets or automatically generates to move the character
from key to key.
In hand drawn animation, keyframes (or just
keys) are the major important poses that define
the scene. 
Breakdowns come between keys and define
what the motion from key to key will be. 
In-betweens are all the frames that come
in between to smooth out the motion.
BEFORE CREATING ANIMATION, IT
IS IMPORTANT TO UNDERSTAND
THE 12 PRINCIPLES OF
ANIMATION
 Squash and stretch  Arc
 Anticipation  Secondary action
 Staging  Timing
 Straight ahead action and pose to
 Exaggeration
pose
 Solid drawing
 Follow through and overlapping action
 Slow in and slow out  Appeal
NOT DONE YET ….
 Video Reference Tutorial : https://www.youtube.com/watch?v=EmbA-AitPow
 Video Reference Tutorial : https
://www.youtube.com/watch?v=FTxQKHG5WCA
 Raywenderlich Reference Tutorial : https://
www.raywenderlich.com/1494-introduction-to-unity-animation#toc-anchor-
003
 Unity Reference Tutorial : https://
docs.unity3d.com/Manual/animeditor-UsingAnimationEditor.html
 Unity Reference Tutorial : https://
docs.unity3d.com/Manual/AnimatorControllers.html
 Unity Reference Tutorial :
https://docs.unity3d.com/Manual/AnimationSection.html

Potrebbero piacerti anche