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Animating transparency and lights

From: Unity 4.3 Essential Training

Video: Animating transparency and lights

We can animate just about anything we'd like here in Unity. I'll switch back to a perspective and orbit back around.

Animating transparency and lights

We can animate just about anything we'd like here in Unity. We're not limited to animating simply objects and simply rotations and positions and so on. We can animate lights and materials if we'd like, really bringing our scene to life by turning on lights in our gallery for example. I want to note that warning down in the bottom of my screen as well. It's in yellow, and it's says the animation clip, French Door 20 Swing used by the animation component, French Door 20 must be marked as legacy. What that simply says is that that they've added in a new feature in recent versions of Unity called, Mecanim.

And although the animation component is perfectly fine to use and very good for simple things like this, for more complex animations and transitions between states, Mecanim with animator components is available. It's a warning in yellow. It's not a show stopper in red. If it was in red, saying for example this syntax and the code doesn't work, we have to fix it before we compile. But a warning like that just says wait a sec, note this, and if you need to do something about it, that's fine. I'll add a spotlight into that cam light choosing game object, create other, and spotlight.

I'll move my spotlight up, and go into a bottom view to align it with the cam. I'll click on the bottom arrow here on my view cube and switch over from a perspective to an orthographic view. I'll pull this light over, aligning as well as I can. I'll switch back to a perspective and orbit back around. That's pretty good. As long as it's fairly close, it'll be fine. I'll pull that light up just underneath that fixture and that's an important one in lighting. When we're lighting, we need to make sure that our lights are not submerged in geometry, otherwise, we'll have some very odd results.

We'll get weird shadows and things. So this is a preemptive move to handle problems before they happen. We'll make sure the light is just below. We really can't tell once we see the circle on the floor, exactly where it's coming from beyond generally that place. Now I'm going to make an animation for that light to turn on. I'll choose Window > Animation. And here I can create a new curve first, or just start animating and name the curve as it's created. I'll go over to, well let's say 130 and as soon as I do, Unity says would you like to create a new animation? And I will and I'll call it SpotLightOn and I'll put this in my assets animations folder.

Now, I'm ready to animate. For this light, I'll change that intensity. I'll crank up the intensity to oh, about 1.2 or so and then come back here to frame 0, and pull that intensity almost all the way down. I'll put it in here at .1, so the light's just a little bit on. Now I can go into the curves and adjust those tangents if needed. I'll pull my animation window up, click on curves and take a look. And although it's a very slight adjustment, those are actually flat tangents. I'll pick both of those keys, right click and choose flat.

Now instead of a linear light turning on, it does a slow in and slow out, smoothly easing on in the scene. I'll pull this down and play that animation to see if it worked. There's the light turning on, and I'll adjust the spot angle of that light to be a little bit bigger and my animation will be in good shape. I'll turn off the animation window, so I don't animate that spot angle increasing. I'll pull this up to oh about 55 or so, and it's just enough to catch that art. My light is animated and I can trigger this animation and animations on other lights if needed through box colliders just like with the French door.

This way my player can just in time to knock over the yard have the light come on. As a side note, if you'd like to explore more we can animate materials as well. I'll look at the material on this object in the animation window bearing in mind, I need to have probably a separate material if there's other cam lights that are always going to be on. But I'll at least check out what can I animate on the material itself. I'll pick that cam light surface mount object, and we can see it's got 2 materials, lit bulb and brushed bronze. I'll go into my animation window and make another new curve.

I've named this new anim file, canlightmaton, can light material on, and I'll save it in the animations folder. And now I can add in a curve clicking add curve and under mesh renderer, there's my various material properties. Things like color, emission, illumination, reflection color, and so on. I'll pick material color and hit the plus next to it. Now in this material color opening it up, I can animate the main color of this material to multiply over that self illuminating light.

I'm going to leave this alone for now. If you'd like to play with this you can. We need to create a new material for cam lights that stay on. So bear that in mind when you're animating that because it's a material animation, anything having this material will get that animation. I'm going to take off this animation here and just let that spotlight turn on where the lights generally look lit. Well we can only tell if we're underneath them.

Show transcript

This video is part of

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Unity 4.3 Essential Training

78 video lessons · 8120 viewers

Adam Crespi
Author

 
Expand all | Collapse all
  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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