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Edit screen
This configures the animation.
See Playback
You can rename the current animation by changing the content of this textbox (Anim 1
in the screenshot)
This allows resizing the current animation:
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Length Locked
: Default settings, locks the animation length to avoid surprises. -
Crop/Extend End
: Moves the last keyframe; if resizing smaller than the animation length, will delete keyframes. -
Add Keyframe End
: Adds a new keyframe after the last one. Only allows extending the animation length. -
Crop/Extend Begin
: Moves the first keyframe; if resizing smaller than the animation length, will delete keyframes. -
Add Keyframe Begin
: Adds a new keyframe before the first one. Only allows extending the animation length. -
Crop/Extend At Time
: Extends the current curve (between keyframes), pushing back all keyframes after it. -
Stretch
: Extends all keyframe duration, effectively changing the speed of the animation. -
Loop (Extend)
: Adds keyframes by repeating the first ones, looping the animation.
Based on the Change Length Mode
option, change the animation length in seconds.
Whether the animation should loop. When looping, the last keyframe becomes non-editable, since it will automatically be the same as the first frame.
Quaternions represent an "application of a rotation", not a "value of rotation", which is a good thing usually but can give surprising results when animating. Unity3D provides a built-in solution to avoid weird effect, which are well explained in this forum post.
When loading the scene, if enabled, the animation will start playing immediately.
After the current animation is complete, which animation to play next.
After how much time should the Next Animation
play. For looping animations this can be any value, for non-looping animations this cannot be changed and will automatically be the animation length minus the blend duration.
Whether the animation should loop. When looping, the last keyframe becomes non-editable, since it will automatically be the same as the first frame.
Sometimes you may want to create non looping animations to transition between two loops. This usually requires keeping the first frame synchronized with the last frame of the previous animation, and the last frame synchronized with the first frame of the next animation. When this option is enabled, these frames will always be synchronized automatically, so you only have to create the intermediate keyframes.
The linked animation pattern will stop/play/scrub along with this animation. This can be used to trigger things like audio clips.
Concepts
- Terminology
- Animations
- Layers
- Segments
- Blending and Sequencing
- Syncing
- Audio
- Targets
- Multiple atoms
- Parenting
- Pose
- Transitions
- External triggers
- In-game UI
- Shortcuts
Left panel
Tabs
Tabs - Animations
Tabs - Targets
Tabs - More
- Import/export
- Scene animation import
- Record
- Reduce
- Smooth
- Bulk
- Advanced keyframe tools
- Grouping
- Diagnostics
- Options
- Logging
- Defaults
- Help
Tips
Guides