![]() ![]() While discussing these topics, the book will focus on mecanim, the Unity 3D animation tool, and how you can use it to perform all these tasks efficiently and quickly. This includes non-humanoid character animation, game world creation, UI element animation, and other key features such as opening doors, changing lights, transitioning to different scenes, using physics, setting up ragdolls, creating destructible objects and more. Our primary focus is on showing you tools and techniques to animate not only humanoid biped characters, but also other elements. ![]() Use animations to drive in-game logic In Detail This recipe-based practical guide will show you how to unleash the power of animation in Unity 5.x and make your games visually impeccable.Create gameplay by animating characters and environments. ![]() Design character actions and expressions.Create, visualize, and edit animated creatures.Work with different animation assets and components.Previous knowledge of animation techniques and mecanim is not necessary. Who This Book Is For This book is for Unity developers who have some exposure to Unity game development who want to learn the nuances of animation in Unity. Solutions that can be applied to solve real-world problems.Carefully organized instructions to solve problems efficiently.A selection of the most important tasks and problems.A straightforward and easy-to-follow format.Var fp = FP.FromFloat_UNSAFE(animationCurve.Evaluate(time)) į = fp.A recipe-based guide to give you practical information on Unity 5.x animation techniques and tools About This Book Var deltaTime = (endTime - startTime) / (float)resolution Private void SaveQuantumCurve(AnimationCurve animationCurve, int resolution, ref FPAnimationCurve fpCurve, float startTime, float endTime)įpCurve.Samples = new FP SaveQuantumCurve(animationCurve, 32, ref fpCurve, startTime, endTime) Actually save the many points of the unity curve into the quantum curve StartTime = Mathf.Min(startTime, animationCurve.time) ĮndTime = Mathf.Max(endTime, animationCurve.time) įpCurve.StartTime = FP.FromFloat_UNSAFE(startTime) įpCurve.EndTime = FP.FromFloat_UNSAFE(endTime) įpCurve.PreWrapMode = (int)animationCurve.preWrapMode įpCurve.PostWrapMode = (int)animationCurve.postWrapMode If (float.IsInfinity(unityKeys.outTangent) = false)į = FP.FromFloat_UNSAFE(unityKeys.outTangent) į = FP.SmallestNonZero į = (byte)AnimationUtility.GetKeyLeftTangentMode(animationCurve, i) į = (byte)AnimationUtility.GetKeyRightTangentMode(animationCurve, i) If (float.IsInfinity(unityKeys.inTangent) = false)į = FP.FromFloat_UNSAFE(unityKeys.inTangent) į = FP.SmallestNonZero Set the resolution for the curve, which informs how detailed it isįor (int i = 0 i < unityKeys.Length i++)į = FP.FromFloat_UNSAFE(unityKeys.time) į = FP.FromFloat_UNSAFE(unityKeys.value) Get the Unity Start and End time for this specific curveįloat startTime = 0 ? 0.0f : float.MaxValue įloat endTime = 0 ? 1.0f : float.MinValue Prepare QUANTUM curves and keyframes to receive the infoįPAnimationCurve fpCurve = new FPAnimationCurve() įpCurve.Keys = new FPAnimationCurve.Keyframe Keyframe unityKeys = animationCurve.keys Here are the snippets needed to create an FPAnimationCurve from an AnimationCurve: public FPAnimationCurve ConvertAnimationCurve(AnimationCurve animationCurve) One example is the conversion of curves which comes from Unity'a animation Clips, to create a deterministic version of them which could be used on the simulation. Even though Quantum's FPAnimationCurve already does a conversion between Unity's non deterministic type under the hood through the curves editor, sometimes it might be useful to convert from an AnimationCurve when there is no automatic-in-editor conversion available. ![]()
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