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How To Add Animations To Objects In Unity

Creating a new Blitheness Clip

Animating a GameObject

One time you have saved the new Animation clip Nugget, yous are ready to begin adding keyframes A frame that marks the starting time or end point of a transition in an animation. Frames in betwixt the keyframes are called inbetweens.
See in Glossary
to the prune.

There are two distinct methods you tin use to breathing GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject's functionality is defined past the Components fastened to it. More than info
See in Glossary
in the Animation window: Record Style and Preview Mode.

Record Mode. (Also referred to as machine-key mode)

The Animation Window in Record mode
The Animation Window in Record mode

In record way, Unity automatically creates keyframes at the playback head when y'all move, rotate, or otherwise modify any animatable holding on your animated GameObject. Press the push with the red circle to enable record style. The Animation window time line is tinted blood-red when in record mode.

Preview Mode:

The Animation Window in Preview mode
The Animation Window in Preview mode

In preview manner, modifying your animated GameObject does not automatically create keyframes. You must manually create keyframes (encounter below) each time you modify your GameObject to a desired new state (for example, moving or rotating information technology). Press the Preview button to enable preview style. The Animation window time line is tinted blue when in preview mode.

Note: In tape manner, the Preview push button is as well active, because you are previewing the existing animation and recording new keyframes at the same time.

Recording keyframes

To brainstorm recording keyframes for the selected GameObject, click on the Animation Tape button. This enters Animation Record Mode, where changes to the GameObject are recorded into the Animation Clip Animation data that can be used for animated characters or simple animations. It is a simple "unit of measurement" piece of motion, such as (1 specific instance of) "Idle", "Walk" or "Run". More info
See in Glossary
.

Record button
Record button

Once in Record mode you tin can create keyframes by setting the white Playback head to the desired time in the Animation fourth dimension line, and then modify your GameObject to the state you lot desire information technology to be at that point in time.

The changes you lot make to the GameObject are recorded as keyframes at the current time shown by the white line (the playback head) in the Animation Window.

Any change to an animatable property (such as its position or rotation) volition cause a keyframe for that property to appear in the Animation window.

Clicking or dragging in the fourth dimension line bar moves the playback head and shows the country of the blitheness at the playback caput'south current time.

In the screenshot below you tin come across the Animation window in record fashion. The fourth dimension line bar is tinted carmine, indicating record mode, and the animated backdrop show upwards with a ruddy background in the inspector.

Current frame
Current frame

You lot can stop the Record Mode at any time by clicking the Record push again. When you cease Record fashion, the Animation window switches to Preview mode, and then that you can withal see the GameObject in its current position according to the animation time line.

You can breathing whatever property of the GameObject by manipulating it while in Animation Tape Mode. Moving, Rotating or Scaling the GameObject adds corresponding keyframes for those properties in the animation clip. Adjusting values directly in the GameObject's inspector also adds keyframes while in Record way. This applies to any animatable belongings in the inspector, including numeric values, checkboxes, colors, and nigh other values.

Any properties of the GameObject that are currently animated are shown listed in the left-hand side of the Blitheness Window. Properties which are not animated are non shown in this window. Any new properties that yous animate, including properties on child objects, are added to the property listing area as soon as you start animating them.

Transform properties are special in that the .ten, .y, and .z properties are linked, then curves for all 3 are added at the same time.

You can also add animatable backdrop to the current GameObject (and its children) by clicking the Add Property button. Clicking this button shows a pop up listing of the GameObject's animatable properties. These correspond with the backdrop you can see listed in the inspector.

The animatable properties of a GameObject are revealed when you click the Add Property button
The animatable properties of a GameObject are revealed when yous click the Add Property button

When in Preview mode or Record fashion, the white vertical line shows which frame of the Blitheness Clip is currently previewed. The Inspector A Unity window that displays information about the currently selected GameObject, nugget or projection settings, allowing y'all to inspect and edit the values. More info
Encounter in Glossary
and Scene View An interactive view into the globe yous are creating. Yous employ the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
Encounter in Glossary
shows the GameObject at that frame of the Animation Clip. The values of the animated properties at that frame are also shown in a column to the right of the property names.

In Animation Mode a white vertical line shows the currently previewed frame.

Time line

You tin click anywhere on the Animation window time line to motion the playback head to that frame, and preview or modify that frame in the Animation Clip. The numbers in the fourth dimension line are shown as seconds and frames, so 1:30 ways 1 2d and xxx frames.

Time Line
Fourth dimension Line

Notation: The time line appears tinted blueish when in Preview mode, or tinted ruby when in Record mode.

Creating keyframes in preview way

Also as using Record mode to automatically create keyframes when you modify a GameObject, yous can create keyframes in Preview mode by modifying a property on the GameObject, then explicitly choosing to create a keyframe for that property.

In preview mode, animated backdrop are tinted blue in the Inspector window. When you see this bluish tint, information technology means these values are beingness driven by the keyframes of the blitheness clip currently being previewed in the blitheness window.

In preview mode, animated fields are tinted blue in the inspector
In preview mode, blithe fields are tinted bluish in the inspector

If you modify any of these blue-tinted properties while previewing (such every bit rotating a GameObject that has its rotation holding animated, as in the in a higher place screenshot) the GameObject is now in a modified animation state. This is indicated past a modify of colour in the tint of the inspector field to a pink colour. Because you are not in record fashion, your modification is not all the same saved equally a keyframe.

For example, in the screenshot below, the rotation holding has been modified to have a Y value of –90. This modification has non yet been saved as a keyframe in the animation clip.

A modified animated property in preview mode. This change has not yet been saved as a keyframe
A modified animated property in preview mode. This alter has not however been saved every bit a keyframe

In this modified country, you must manually create a keyframe to "salve" this modification. If you move the playback caput, or switch your selection away from the animated GameObject, yous will lose the modification.

Manually creating keyframes

There are three unlike ways to manually create a keyframe when you lot have modified a GameObject in preview mode.

Y'all tin add a keyframe past right-clicking the belongings label of the belongings y'all accept modified, which allows you to either add a keyframe for just that property, or for all animated properties:

The property label context menu
The property label context bill of fare

When you have added a keyframe, the new keyframe will be visible in the animator window The window where the Animator Controller is visualized and edited. More than info
See in Glossary
as a diamond symbol (called out in red in the screenshot below), and the holding field will return to a bluish tint, indicating that your modification is saved every bit a keyframe, and that you are at present previewing a value that is driven by the animation keyframes.

With the new keyframe added (marked in red), the values in the inspector return to a blue tint.
With the new keyframe added (marked in cherry-red), the values in the inspector render to a blue tint.

Yous can too add together a keyframe past clicking the Add Keyframe button in the Blitheness window: The Add Keyframe Button

Or, yous can add a keyframe (or keyframes) past using the hotkeys K or Shift-K as described beneath:

Hotkeys

  • G - Central all blithe. Adds an keyframe for all animated properties at the current position of the playback head in the blitheness window.
  • Shift-K - Key all modified. Adds an keyframe for only those animated properties which have been modified at the current position of the playback head in the animation window.

  • 2017–09–05 Folio amended

  • Preview mode added in Unity 2017.1 NewIn20171

Creating a new Animation Clip

Source: https://docs.unity3d.com/Manual/animeditor-AnimatingAGameObject.html

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