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It allows the user to import fbx files that contain animations using Assimp.
The user can create clips of the imported animation and set the clip on loop.
He can also create an asset called Animation Controller. A state machine that allows the user to create different states and transitions between them. He can create/modify the name/select a clip resource/Delete a state, and Create/Set the trigger/Set the blend value/Delete a transition.
System in-depth
It reads animations and bones from a fbx file, then we link the bones to a mesh so we can modify it through skinning.
Then, when a animator component is attached to a game object and a Animator Controller to the component, the object bones will be updated from the animation key values in each frame when we hit play.
On update, every key frame for every bone, an update transform is called which interpolates the current key values with the next key values of every transform component (position, rotation, scale).
At the end of the animation, if the clip is setted to loop it will start again.
If theres a transition to another animation and the transition is triggered, both animation transforms will blend for smoother results.