Transitions are specified as part of an Animation State Machine A graph within an Animator Controller that controls the interaction of Animation States. More info See in Glossary are used for transitioning smoothly from one Animation State to another over a given amount of time. Transitions define how long the blend between states should take, and the conditions that activate the blend. Transitions The blend from one state to another in a state machine, such as transitioning a character from a walk to a jog animation. While both are used for creating smooth animation, they are used for different kinds of situations. It is important to distinguish between Transitions and Blend Trees. Another example is a character leaning to the left or right as it turns during a run. Perhaps the best known example is the blending of walking and running animations according to the character’s speed. A common task in game animation is to blend between two or more similar motions.
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