Use the Animation window to preview, create, and modify animation clips assigned to a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary. You can also use the Animation window to add Animation Events to an animation clipAnimation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. More info
See in Glossary. An Animation EventAllows you to add data to an imported clip which determines when certain actions should occur in time with the animation. For example, for an animated character you might want to add events to walk and run cycles to indicate when the footstep sounds should play. More info
See in Glossary calls a function at a specific time.
| Topic | Description |
|---|---|
| Use the Animation view | Open the Animation view and preview and edit animation clips. |
| Create a new animation clip | Understand how to create animation clips in the Editor. |
| Animate a GameObject | Automatically or manually add keyframesA frame that marks the start or end point of a transition in an animation. Frames in between the keyframes are called inbetweens. See in Glossary to animate a GameObject. |
| Use Animation curves | Understand how to use animation curvesAllows you to add data to an imported clip so you can animate the timings of other items based on the state of an animator. For example, for a game set in icy conditions, you could use an extra animation curve to control the emission rate of a particle system to show the player’s condensing breath in the cold air. More info See in Glossary in the Editor. |
| Edit Animation curves | Add, move, and edit keys in the Curve Editor. |
| Rotation in animations | Pick Euler or QuaternionUnity’s standard way of representing rotations as data. When writing code that deals with rotations, you should usually use the Quaternion class and its methods. More info See in Glossary rotation interpolation to define how transitions between orientations look. |
| Key manipulation in Dopesheet mode | Box-select keys in Dopesheet mode, then move, scale, or ripple-edit groups of keys with the selection handles. |
| Key manipulation in Curves mode | Box-select keys on curves in Curves mode, then move, scale, or ripple-edit groups of keys with the selection handles. |
| Add an Animation Event | Use an Animation Event to call a function at a specific point in time. |
| Work with blend shapes | Import blend shapes to create blend animation. |