Every 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 contains key animation, or motion, that animates the 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, or humanoid, bound to the Animation track.
When you add an Animation clip to an Animation track, its key animation or motion does not automatically begin where the previous clip ends. The key animation or motion also does not end where the next clip begins. By default, each Animation clip begins at the position and rotation of the GameObject, or humanoid, at the beginning of the TimelineGeneric term within Unity that refers to all features, windows, editors, and components related to creating, modifying, or reusing cut-scenes, cinematics, and game-play sequences. More info
See in Glossary instance.
For example, three Animation clips create an animation sequence that starts with a clip of a standing humanoid that starts to run, then turns left, and finally comes to a stand still.
Each Animation clip begins at the position and rotation of the humanoid at the start of the Timeline instanceRefers to the link between a Timeline Asset and the GameObjects that the Timeline Asset animates in the scene. You create a Timeline instance by associating a Timeline Asset to a GameObject through a Playable Director component. The Timeline instance is scene-based. More info
See in Glossary, indicated by a red arrow in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary view below. The three Animation clips, Stand2Run, RunLeft, and Run2Stand, end at the green, blue, and yellow arrows, respectively.
For an animation sequence to flow seamlessly between adjacent Animation clips, you must match each Animation clip with its previous clip or next clip. Matching clips adds a position and rotation offset for each Animation clip. The position and rotation offsets are named Clip Transform Offsets and they can be set manually or automatically. The following sections describe how to automatically match two or many Animation clips.
To match the clip offsets between two clips, right-click the Animation clip that you want to match. From the context menu, select either Match Offsets to Previous Clip or Match Offsets to Next Clip.
For example, right-click the middle Animation clip, named “RunLeft”, and select Match Offsets To Next Clip to match its offsets to the next clip
When you are matching offsets for a single Animation clip, you don’t need to select the Animation clip first, but you must right-click the Animation clip that you want to match. For example, if you right-click an Animation clip that is not selected, Timeline matches the clicked clip and ignores the selected Animation clips.
The context menu only displays the match options available for the clicked Animation clip. For example, if there is a gap before the clicked Animation clip, only the Match Offsets to Next Clip menu item is available.
To match the clip offsets of many clips, select the adjacent Animation clips that you want to match and right-click one of the selected clips. From the context menu, select either Match Offsets to Previous Clip or Match Offsets to Next Clip.
For example, select the “RunLeft” and “Run2Stand” clips. Right-click one of the selected clips, and select Match Offsets to Previous Clips, to match the “RunLeft” clip with the previous “Stand2Run” clip, and to match “Run2Stand” with the previous “RunLeft” clip.