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Creating transitions between states

From: Unity 4.3 Essential Training

Video: Creating transitions between states

I'll run it so that it starts at 95 and out to 100. {QTtext}{width:960}{textColor:65280,65280,65280}{justify:center}{timescale:1000}{backColor:0,0,0}{plain}{font:Verdana}{size:20} Now that we've got states created in Mecanim, we can start to make Now I'll pull out head turn so that it barely overlaps.

Creating transitions between states

And then I'll look at the still idle the head turn transition as well. This one starts at zero and transitions out to head turn. Now that we've got states created in Mecanim, we can start to make We can either leave it alone or stretch them out further. transitions between and eventually script in I'm going to pull over head turn a little bit. some kind of interactivity for our character.

Move the timeline over and stretch out the markers just a bit. We can do things like have that transition Now I'll pull out head turn so that it barely overlaps. occur between states depending on character's proximity or tags. Before I get in to that though, I'd like to look at There's just a little fade of head turn which is slow anyway. something that's been noticeable and maybe a little nagging in the scene. And we hold our still idle just a bit. I'll try this out and see how it looks. As you can see, I've got open an any state in the animator with a French door 20 swing.

I can always add in more states and more conditions in our parameters. At some point, I had created this animation, and basically what we're seeing If you'd like to explore it further, in is that the default state for that French door number 20 is to swing. And that's why that door is opening and closing, and opening and closing. our parameters, we've got Float, Int, Bool, and Trigger. Because there is no state set and no transition to, well, anything else, we end up seeing that animation over and over. I'm going to delete this animator controller off the door, as Float, accepting a floating point number, or Integer, an integer or enum. I'm controlling those doors through an activate trigger on a box collider. Boolean accepts well, a yes or no like a Boolean. Now look at my Waiting Emmas. And finally, a Trigger can be a triggered event. I'll scroll down here and select the Waiting Emmas in the hierarchy. I'd highly recommend Sue Blackman's course on Mecanim in Unity as a terrific way to get deep in the inner workings of I've got my state set up, and I'm going to set up a simple loop here. making Mecanim and characters really come to life. For this course though, we'll look at just having this character's head turned and just enough that it's noticeable the statue looks over at us. Running between still idle and a head turn. I'll test this out by going into my game and playing. What I'll do is to pick still idle, right-click and choose Set As Default. And I'll navigate over and see if it This way the first thing from an any state that Mecanim goes to is emma idling, just standing there.

turns, looks, and turns again here in my scene. Now I'll make a transition, picking any state, I'll scroll forward, and there's the statue looking over, right-clicking, choosing Make Transition and dragging onto still idle. looking back and pausing, looking over, looking back and pausing. Then I'll pick still idle, right click, Make Transition, and head turn.

It's working terrifically. From head turn, I'll right click and make transition back to still idle. The transition is working, and I've set up my first tree in Mecanim. She'll idle for a sec, turn her head, then idle. I'm ready to add in more states and more behaviors with additional scripting work. It'll animate just enough, we can gauge the Now I'm ready to light up the space. repetitive motion and see if this is working. I'll get the sunlight streaming in through the windows, and turn on the cam lights. And look at both light baking and light probes, as Now look at the transitions themselves. well working with all-dynamic light, and see what the differences are. What happens is that the transition is governed by an exit time between events. What we can see here is that the exit time is 92% from head turn to still idle. That is, when head turn is 92% played, It will start to fade out and still idle will fade back in. We can adjust these transitions by dragging on the markers here on the timeline to pull those back and together. I'll run it so that it starts at 95 and out to 100. And then I'll look at the still idle the head turn transition as well. This one starts at zero and transitions out to head turn. We can either leave it alone or stretch them out further. I'm going to pull over head turn a little bit. Move the timeline over and stretch out the markers just a bit. Now I'll pull out head turn so that it barely overlaps. There's just a little fade of head turn which is slow anyway. And we hold our still idle just a bit. I'll try this out and see how it looks. I can always add in more states and more conditions in our parameters. If you'd like to explore it further, in our parameters, we've got Float, Int, Bool, and Trigger. Float, accepting a floating point number, or Integer, an integer or enum. Boolean accepts well, a yes or no like a Boolean. And finally, a Trigger can be a triggered event. I'd highly recommend Sue Blackman's course on Mecanim in Unity as a terrific way to get deep in the inner workings of making Mecanim and characters really come to life. For this course though, we'll look at just having this character's head turned and just enough that it's noticeable the statue looks over at us. I'll test this out by going into my game and playing. And I'll navigate over and see if it turns, looks, and turns again here in my scene. I'll scroll forward, and there's the statue looking over, looking back and pausing, looking over, looking back and pausing.

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This video is part of

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Unity 4.3 Essential Training

78 video lessons · 9285 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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