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Game design animation definition
Game design animation definition












game design animation definition

The same Animator Controller can be referenced by multiple models with Animator components. Motion of character’s root, whether it’s controlled by the animation itself or externally.Īnimator Controller Controls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. Root Motion Motion of character’s root node, whether it’s controlled by the animation itself or externally. The component has a reference to an Animator Controller asset that controls the animation. More info See in GlossaryĬomponent on a model that animates that model using the Animation system. The three degrees-of-freedom associated with translation (movement in X,Y & Z) as opposed to rotation.Īnimator and Animator Controller terms Term:Īnimator Component A component on a model that animates that model using the Animation system. Translate DoF The three degrees-of-freedom associated with translation (movement in X,Y & Z) as opposed to rotation. Used for matching bones from FBX files to the Avatar.

game design animation definition

More info See in GlossaryĪ pre-defined bone-mapping. Human template A pre-defined bone-mapping. The pose at which the character was modelled. The required pose for the character to be in, in order to make an Avatar.īind-pose The pose at which the character was modelled. The pose in which the character has their arms straight out to the sides, forming a “T”. The required pose for the character to be in, in order to make an Avatar. T-pose The pose in which the character has their arms straight out to the sides, forming a “T”. When an Avatar is in place, the Animation system works in muscle space, which is more intuitive than bone space. This allows you to have more intuitive control over the character’s skeleton. Muscle definition This allows you to have more intuitive control over the character’s skeleton. Performed with an external tool, such as Autodesk® 3ds Max® or Autodesk® Maya®. The process of binding bone joints to the character’s mesh or ‘skin’. Performed with an external tool, such as Blender or Autodesk Maya. Skinning The process of binding bone joints to the vertices of a character’s mesh or ‘skin’. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds. More info See in Glossary for your mesh The main graphics primitive of Unity. The process of building a skeleton hierarchy of bone joints A physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge. Rigging The process of building a skeleton hierarchy of joints for your mesh.

game design animation definition

More info See in GlossaryĪpplying animations created for one model to another. Retargeting Applying animations created for one model to another. More info See in GlossaryĪn interface for retargeting one skeleton to another. Used in Animation Layers and in the importer.Īvatar An interface for retargeting animation from one rig to another. More info See in GlossaryĪ specification for which body parts to include or exclude for a skeleton. Used in Animation Layers and in the importer. More info See in GlossaryĬurves can be attached to animation clips and controlled by various parameters from the game.Īvatar Mask A specification for which body parts to include or exclude for an animation rig. For example, for a game set in icy conditions, you could use an extra animation curve to control the emission rate of a particle system to show the player’s condensing breath in the cold air. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”.Īnimation Curves Allows you to add data to an imported clip so you can animate the timings of other items based on the state of an animator.

game design animation definition

More info See in GlossaryĪnimation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. Animation Clip Animation data that can be used for animated characters or simple animations.














Game design animation definition