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Animation improvements for weapons
Animation improvements for weapons












animation improvements for weapons

There’s no limit to what you can do with the animation paramters updated by the engine. If you’re not familiar with Unity’s animator, it’s highly recommended to learn how it works and how to setup transitions first. The Engine will feed and update animation parameters, the animator state machine itself is regular Unity, and will work like in any other project. The Animation Controller is made of two big parts : on one side Animation Parameters that will get updated every frame by the Character and Character Abilities scripts to reflect the current state of the character, and on the other a state machine that will allow you to determine in which conditions each animation should be played and how to transition from one to the other. It’s best to avoid it for your own characters. That’s ok for quick and dirty results, but not something that’d be recommended if you want to retain full control of your characters’ animations, and control interruptions correctly. You’ll notice some very simple characters in the demos, like the Rectangle character, use an “any state” pattern. You can use the CharacterAnimationParametersInitializer class to automatically create the animation parameters you’ll need. You can look at the RetroCorgi animator for reference, but remember that it’s usually best to customize your animator to your own specific needs.

animation improvements for weapons

For your own characters, you’ll want to craft your own animator. The asset includes a bunch of these, with different setups and patterns, to showcase various use cases, and power the different demos.

animation improvements for weapons

In most cases you’ll need an Animation Controller to setup your animations. Animation Controllers The Retro Corgi character animator controller It will however cover the specifics of the Corgi Engine and how it’ll help you create nice animated characters.

animation improvements for weapons

Unity has a lot of documentation on that, go check it out. This page won’t cover how to create your animations. Of course you’ll probably want to use more traditional patterns for your own characters, like you would in any Unity project. But the Engine should have you covered whatever method you decide on.Īlso note that most character animators in the engine will use an “any state” pattern for demo purposes only. It’s really up to you to choose the animation method that fits your skills and needs. In the various demos, you’ll find some characters animated using spritesheets, some using Mecanim, Spine, or 3D fbx animated models. The Corgi Engine includes a lot of demo characters, and they all come with a number of animations.














Animation improvements for weapons