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The timeline of the Animation View has two modes (you can switch between them by clicking on the corresponding buttons on the bottom of the properties section):

  • Dope Sheet: This mode displays key frames in the timeline.
  • Curves: With this mode, you can adjust the interpolation curves of the animation. When you click on a property, its animation curves will be displayed. You can manipulate the handles to adjust the shape of the curves. You can also right-click on any handle to change its tangent type, as shown in the following screenshot:
  • All Animation Clips created in the Animation View are looped by default. To change this, find the Animation Clip asset, select it, and disable the Loop Time checkbox in its Inspector.
  • All the animations are created for selected game objects in the Hierarchy. To view an object animation, you need to select it and open the Animation View.
  • If you have multiple Animator components in your object's Hierarchy, a new Animator Controller will be created for each Animator component. It may be useful to create different animations for different objects in the Hierarchy and play them simultaneously. For example, you can have a 2D sprite character with its head and body as separate game objects. You can use two Animator components: one for the body, one for the head. If you choose so, you will be able to create facial expressions independently of the body animation.
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