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Unity – Manual: Using Animation Curves

Animating a GameObject
Editing Curves

Using Animation Curves

The Property List

In an Animation Clip Animation data that can be used for inspire characters or childlike animations. It is a simple “ unit of measurement ” piece of gesture, such as ( one specific example of ) “ Idle ”, “ Walk ” or “ Run ”. More information
See in Glossary, any animatable property can have an Animation Curve, which means that the Animation Clip controls how that property changes over time. In the property number area of the Animation View ( on the left ), all the presently animated properties are listed. With the Animation View in Dope Sheet modality, the animated values for each property appear only as linear tracks, however in Curves mode you are able to see the the changing values of properties visualised as lines on graph. Whichever modality you use to view, the curves still exist – the Dope Sheet mood just gives you a simplified view of the datum showing only when the keyframes occur .
In Curves mode, the Animation Curves Allows you to add data to an imported clip so you can animate the timings of early items based on the express of an animator. For example, for a game set in frigid conditions, you could use an extra vivification arch to control the discharge rate of a particle system to show the musician ’ second condensing breath in the coldness air. More information
See in Glossary have colored crook indicators, each color representing the values for one of the presently selected properties in the property list. For information on how to add curves to an liveliness property, see the section on Using the Animation View .
Animation Curves with the color indicators visible. In this example, the green indicator matches the Y position curve of a bouncing cube animation
Animation Curves with the color indicators visible. In this example, the green indicator matches the Y position curve of a bouncing cube animation

Understanding Curves, Keys and Keyframes

An Animation Curve has multiple keys which are control points that the wind passes through. These are visualized in the Curve Editor as little ball field shapes on the curves. A frame in which one or more of the shown curves have a key is called a keyframe A frame that marks the starting signal or end distributor point of a transition in an animation. Frames in between the keyframes are called inbetweens.
See in Glossary .
If a property has a key in the presently previewed inning, the curvature indicator will have a diamond human body, and the property list will besides have diamond shapes next to the prize .
The Rotation.y property has a key at the currently previewed frame.
The Rotation.y property has a key at the currently previewed frame.

The Curve Editor will only show curves for the properties that are selected. If multiple properties are selected in the property number, the curves will be shown overlie together .
When multiple properties are selected, their curves are shown overlaid together in the Curves Editor
When multiple properties are selected, their curves are shown overlaid together in the Curves Editor

Adding and Moving Keyframes


You can add a keyframe at the presently previewed frame by clicking the Keyframe button .
A keyframe can be added at the presently previewed frame by clicking the Keyframe button. This will add a keyframe to all presently selected curves. alternatively you can add a keyframe to a single curvature at any given frame by double-clicking the swerve where the newly keyframe should be. It is besides potential to add a keyframe by right-clicking the Keyframe Line and choose Add Keyframe from the context menu. once placed, keyframes can be dragged around with the mouse. It is besides possible to select multiple keyframes to drag at once. Keyframes can be deleted by selecting them and pressing Delete, or by right-clicking on them and selecting Delete Keyframe from the context menu .

Supported Animatable Properties

The Animation View can be used to animate much more than fair the put, rotation, and scale of a Game Object. The properties of any Component A functional separate of a GameObject. A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour. More information
See in Glossary and Material An asset that defines how a surface should be rendered. More information
See in Glossary can be animated – even the public variables of your own scripts A part of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user remark in any way you like. More information
See in Glossary components. Making animations with complex ocular effects and behaviors is only a count of adding Animation Curves for the relevant properties .
The following types of properties are supported in the animation system :

  • Float
  • Color
  • Vector2
  • Vector3
  • Vector4
  • Quaternion
  • Boolean

Arrays are not supported and neither are structs or objects other than the ones listed above .
For boolean properties, a prize of 0 equals False while any other value equals True .
here are a few examples of the many things the Animation View can be used for :

  • Animate the Color and Intensity of a Light to make it blink, flicker, or pulsate.
  • Animate the Pitch and Volume of a looping Audio Source
    See in Glossary A component which plays back an Audio Clip in the scene to an audio hearer or through an audio mixer. More information
  • Animate the Texture Offset of a Material to simulate moving belts or tracks, flowing water, or special effects.
  • Animate the Emit state and Velocities
    See in Glossary A vector that defines the speed and commission of motion of a Rigidbody
    Ellipsoid Particle Emitters to create spectacular fireworks or fountain displays.
  • Animate variables of your own script components to make things behave differently over time.

When using Animation Curves to control game logic, please be mindful of the means animations are played back and sampled in Unity .

Rotation Interpolation Types

In Unity rotations are internally represented as Quaternions Unity ’ s standard direction of representing rotations as data. When writing code that deals with rotations, you should normally use the Quaternion class and its methods. More information
See in Glossary. Quaternions dwell of .x, .y, .z, and .w values that should broadly not be modified manually except by people who know precisely what they ’ re doing. alternatively, rotations are typically manipulated using Euler Angles which have .x, .y, and .z values representing the rotations around those three respective axes .
When interpolating between two rotations, the interpolation can either be performed on the Quaternion values or on the Euler Angles values. The Animation View lets you choose which form of interjection to use when animating Transform rotations. however, the rotations are always shown in the shape of Euler Angles values no count which interpolation shape is used .
Transform rotations can use Euler Angles interpolation or Quaternion interpolation.
Transform rotations can use Euler Angles interpolation or Quaternion interpolation.

Quaternion Interpolation

Quaternion interjection always generates smooth changes in rotation along the shortest path between two rotations. This avoid rotation interpolation artifacts such as Gimbal Lock. however, Quaternion interjection can not represent rotations larger than 180 degrees, due to its behavior of always finding the shortest path. ( You can picture this by picking two points on the airfoil of a celestial sphere – the shortest channel between them will never be more than half-way around the sphere ) .
If you use four interpolation and set the numeral rotation values further than 180 degrees apart, the arch attract in the animation window will inactive appear to cover more than a 180 degree range, however the actual rotation of the aim will take the shortest way .
Placing two keys 270 degrees apart when using Quaternion interpolation will cause the interpolated value to go the other way around, which is only 90 degrees. The magenta curve is what is actually shown in the animation window. The true interpolation of the object is represented by the yellow dotted line in this screenshot, but does not actually appear in the editor.
Placing two keys 270 degrees apart when using Quaternion interpolation will cause the interpolated value to go the other way around, which is only 90 degrees. The magenta curve is what is actually shown in the animation window. The true interpolation of the object is represented by the yellow dotted line in this screenshot, but does not actually appear in the editor.

When using Quaternion interpolation for rotation, changing the keys or tangents of either the x, yttrium or z curve may besides change the values of the other two curves, since all three curves are created from the inner Quaternion representation. When using Quaternion interpolation, keys are always linked, so that creating a cardinal at a specific prison term for one of the three curves ( ten, yttrium or z ) will besides create a key at that time for the other two curves .

Euler Angles Interpolation

Euler Angles interpolation is what most people are used to working with. Euler Angles can represent arbitrary large rotations and the .x, .y, and .z curves are independent from each other. Euler Angles interpolation can be subjugate to artifacts such as Gimbal Lock when rotating about multiple axes at the same time, but are intuitive to work with for bare rotations around one axis at a time. When Euler Angles interpolation is used, Unity internally bakes the curves into the Quaternion representation used internally. This is similar to what happens when importing vivification into Unity from external programs. Note that this crook baking may add extra keys in the process and that tangents with the Constant tangent type may not be wholly precise at a sub-frame floor.

Animating a GameObject
Editing Curves

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