Answers for "unity set animation state"

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unity set animation state

Animation States:
Animation States are the basic building blocks of an Animation State Machine. 
Each state contains an individual animation sequence (or blend tree) which 
will play while the character is in that state. When an event in the game 
triggers a state transition, the character will be left in a new state whose 
animation sequence will then take over.

When you select a state in the Animator Controller, you will see the 
properties for that state in the inspector.

Property:	     Function:
Speed	         The default speed of the animation
Motion	         The animation clip assigned to this state
Foot IK	         Should Foot IK be respected for this state. Applicable to humanoid animations.
Write Defaults	 Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion.
Mirror	         Should the state be mirrored. This is only applicable to humanoid animations.
Transitions      The list of transitions originating from this state

The default state, displayed in brown, is the state that the machine will 
be in when it is first activated. You can change the default state, if 
necessary, by right-clicking on another state and selecting Set As Default 
from the context menu. The solo and mute checkboxes on each transition are 
used to control the behaviour of animation previews.

Any State:
Any State is a special state which is always present. It exists for the 
situation where you want to go to a specific state regardless of which state 
you are currently in. This is a shorthand way of adding the same outward 
transition to all states in your machine. Note that the special meaning of 
Any State implies that it cannot be the end point of a transition (ie, jumping
to “any state” cannot be used as a way to pick a random state to enter next).
Posted by: Guest on August-15-2021

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