ABSTRACT

Retargetable animations, complete control over animation weights at runtime, event calling from within the animation playback, advanced state machine hierarchies and transitions, blend shapes for face animations, and many more capabilities are available in Unity Animation. The animation system in Unity is built on the notion of Animation Clips, which hold information about how specific objects' position, rotation, or other attributes should change over time. The animation clips are then organized into a flowchart-like system known as an Animator Controller. Animation Clips are a key component of Unity's animation system. Unity allows for the import of animation from other sources and creating animation clips from scratch within the editor through the Animation window. Any animation must be imported into our project before it can be utilized in Unity. The Unity Animation System includes features designed specifically for working with humanoid characters.