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Animating 2D elements

From: Unity 4.3 Essential Training

Video: Animating 2D elements

Animating in 2D in Unity is just like animating in 3D. I'll drag them right under R K and now they're parented in.

Animating 2D elements

Animating in 2D in Unity is just like animating in 3D. We've got great control with the dope sheet and curve editor over our animation. What I'll do to start out, before I animate the car, is parrot all these cars in their background under an empty game object, and get them into place, so that when I key position, it's in the right place, and the cars don't jump around. I'll start out by choosing Game Object, and Create Empty. I'll name this empty game object art cave schematic cars. And now I'll use the hierarchy view to parent those cars under that game object.

I'll roll up the art S and select those car elements. I'll drag them right under R K and now they're parented in. Now I'll move this into place in the view. Getting out of my 2D window and pulling it down into the scene. I'll switch over to a wire frame, and I'm going to pull these cars right down into the building by the I've pulled my cars into the view, and I'm ready to get the animation on that lead car. As a note, if you're moving your 2D around and rotating it or positioning in the space, you may want to hold off on the colliders, until you're all ready.

Once that 2D is finally in place, and it may be even parented under, then get the colliders on. 2D colliders rotate oddly when they're parented under things, so be careful the order you're working in. Now I'll animate that car. I'll select that lead car and pull up my animation window, choosing window and animation. We can work in either the dope sheet or the curves depending on which way you'd like to start. With either one I'll create an animation clip first. Simply clicking over on the time line creates one. And I'll name this new animation clip car move.

I'll put it in the assets animation folder. I'll click Save and it's made the new car animation file, now I'll animate this car. First by pulling it over and then adjusting the keys. I'll pull the car over just enough to bunk into the car in front of it, this should trigger those physics. Now go into the Curves menu, and there's those curves. They're actually very slight. If we look at the position X we can see it's really not a big jump.

I'm going to play with the curves just a little bit. What I'll do is let the car start out slow, and accelerate into motion. I'll pick that key at the end. Right click and choose flat tangents. This way, I can adjust that handle, and I'll make it a sharp-in. Then I'll pick the key in the beginning and flatten out that tangent as well, making sure to right click straight on the key. If you don't, you'll add another key as you just saw that Menu pop up. I'll choose flat, and just pull that handle a little bit. Now the car starts fairly slowly, zooms into motion and will smack into the other car.

We can see in there that the car actually keyed all three axes. We just didn't have any motion on the wire Z, it was only an X move. Now this animation is ready, and I can put on either an animation controller and an activate trigger on the box collider in front of it. Or, I can use mechanin. It's up to you which you'd like to do. The 2D elements tie beautifully into mechanime as well and so if you want to do a 2D game with all kinds of behavioral states you can put that in. Just simply swapping out your 3D elements and 3D character for your 2D sprites.

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This video is part of

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Unity 4.3 Essential Training

78 video lessons · 14438 viewers

Adam Crespi
Author

 
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  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps
      49s

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