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GitHub - almartson/3D_Animation_Tests: It is a series of simple experiments, (a work in progress), about 3D Animations :cinema:. It is made with Unity3D, just for the fun of it and as a part of my self-learning journey.
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It is a series of simple experiments, (a work in progress), about 🎥 3D Animations 🎦. It is made with Unity3D, just for the fun of it and as a part of my self-learning journey.

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🎥 3D Animation Tests

What is this Project?

It is a series of simple experiments, (a work in progress), about 🎥 3D Animations 🎦. It is made with Unity3D, just for the fun of it and as a part of my self-learning journey.


1- Simple Animations & Animation Layers

🎮 1.1- Scene: Scene_1_AnimationsWithLayers_JasonW 1.unity

This project is an implementation of what Jason Weimann teaches us in his Tutorial:


Simple Animations Animation Layers
Simple Animations Animation Layers

💡 What did I learn?

The subject studied in this project consists of two main parts:

  1. 🔅 Simple 3D Animations (i.e.: Animations implemented in the 'Base Layer' of the Animator Controller).

  2. 🔅 Animation Layers (two or more Layers are used in the Animator Controller, which allows us to implement mixed scenarios such as: Running and at the same time waving with the right hand to say 'Hello', throwing an object, etc.)

  • 🔅 Special remark: If you use Mixamo Animations, don't forget to set your 3D Model (i.e.: the FBX file in the 'Project View', inside the Unity Editor) with the setting Type of Avatar -> 'Humanoid', and create an Avatar from that model with that specific setting. Then keep in mind that also ALL your Animations (FBX downloaded from Mixamo, or Animations Clips) MUST be of the same type: 'Humanoid'. If you forget this rule, and try and mix animations (for instance tow or more animation layers...) based on the 'Generic' and 'Humanoid' type of avatar together: you will run into problems: your animations won't play together, and most likely you get just one group of the animation working, in a weird and unexpected way.

    • 💡 In short: Set every FBX (3D Model and Animations) as 'Humanoid'... or as a 'Generic', but don't mix the two Types together, or it won't work.

📀 Tools, Assets & Resources used in this scene


Specs:

  • Made With Unity3D version >= 2020.3.36f1 LTS.
  • UnityYAMLMerge (tool for merging scene and prefab files) included in the Unity3D Editor, it's configuration is in the .gitconfig and .gitattributes files.
  • IDE: JetBrains Rider version 2022.1
  • O.S.: Xubuntu 20.04.1 LTS.

Version control specs:

  • Git Client: GitKraken >= 8.7.0
  • This Repository is was set with: Git Large File Storage (Git-LFS), as part of the learning & experiment (see .gitattributes).
    • Using File Locking feature.
    • Git-lfs version >= 2.9.2 (GitHub; linux amd64; go 1.13.5)
    • Git version >= 2.37.1

Peace.

AlMartson


MIT License

Copyright (c) 2022 AlMartson

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE

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It is a series of simple experiments, (a work in progress), about 🎥 3D Animations 🎦. It is made with Unity3D, just for the fun of it and as a part of my self-learning journey.

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