A Glossary of Animation and Mecanim terms

IconTermDescriptionType of ConceptUsage/Comments
Animation Clip related terms
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"sub-Asset 
Body MaskA specification for which body parts to include or exclude for a skeletonAsset (.mask)Used in Animation Layers and in the importer
 Animation
Curves
Curves can be attached to animation clips and controlled by various parameters from the game  
Avatar related terms
AvatarAn interface for retargeting one skeleton to anothersub-Asset 
 RetargetingApplying animations created for one model to anotherProcess 
 RiggingThe prcoess of building a skeleton hierarchy of bone joints for your meshProcessdone in an external tool, such as Max or Maya
 SkinningThe process of binding bone joints to the character's mesh or 'skin'Processdone in an external tool, such as Max or Maya
 Muscle DefinitionA Mecanim concept, which allows you to have a more intuitive control over the character's skeleton. When an Avatar is in place, Mecanim works in muscle space, which is more intuitive than bone space  
 T-poseThe pose in which the character has his arms straight out to the sides, forming a "T". The required pose for the character to be in, in order to make an Avatar  
 Bind-poseThe pose at which the character was modelled  
Human templateA pre-defined bone-mappingAsset (.ht)Used for matching bones from FBX files to the Avatar.
Animator and Animator Controller related terms
 Animator ComponentComponent on a model that animates that model using the Mecanim animation system. The component has a reference to an Animator Controller asset that controls the animation.Component 
 Root MotionMotion of character's root, whether it's controlled by the animation itself or externally.  
Animator Controller (Asset)
The Animator Controller controls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components.Asset (.controller) 
 Animator Controller (Window)The window where the Animator Controller Asset is visualized and edited.Window 
 Animation LayerAn Animation Layer contains an Animation State Machine that controls animations of a model or part of it. An example of this is if you have a full-body layer for walking / jumping and a higher layer for upper-body motions such as throwing object / shooting. The higher layers take precedence for the body parts they control.  
 Animation State MachineA graph controlling the interaction of Animation States. Each state references an Animation Blend Tree or a single Animation Clip.  
 Animation Blend TreeUsed for continuous blending between similar Animation Clips based on float Animation Parameters.  
 Animation ParametersUsed to communicate between scripting and the Animator Controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API.  
 Inverse Kinematics (IK)The ability to control the character's body parts based on various objects in the world.  
Non-Mecanim animation terms
 Animation ComponentThe component needed for non-Mecanim animationsComponent 

Page last updated: 2012-11-07