- This section covers animation.
- Setting up a state machine.
- Using blend trees.
- Animating a humanoid character.
- Examine the Animator Controller.
- Apply an Animator Controller to a Game Object.
- Create an Animator Controller.
- Overview of the animation system.
- Animation assets and where to find them.
- Create a new animation state.
- Create transitions.
- How states and transitions interact.
- Understanding root motion properties.
- Explain transition conditions.
- Define parameter types.
- Foot Inverse Kinematics.
- Controlling animation through properties.
- Differentiate transition properties.
- Adjusting timings for transitions.
- How transitions are blended by Unity.
- Interrupting transitions.
- Implement the Any State.
- Differentiate animation states.
- Define parameter types.
- Evaluate state properties.
- Linking properties to parameters.
- When to use a Blend Tree.
- How Blend trees work for 1D.
- Adding animations to a blend tree.
- Controlling a blend tree with properties.
- How to set parameters from scripts.
- Adding axes to Unity.
- Using physics with an animated character.
- How Blend trees work for 2D.
- Types of 2D blending.
- Direction vs Cartesian blending.
- Freeform vs Simple directional blending.
- Editing transition timings.
- Editing animation clip frames.
- Combining animation sequences with Physics.
- When to use Sub-state Machines.
- The (Up) Base Layer node.
- The Exit and Entry nodes.
- Animator Layers and when to use them.
- Encapsulating Sub-State Machines.