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The animation view allows you to create and
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modify animation clips directly inside Unity.
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It is designed to act as a powerful
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and straightforward alternative to external
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3D animation programmes.
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For instance, if we wanted to have
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a camera fly around a scene to give
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a player an overview of a level
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we can create that animation for it in Unity.
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Here we have a scene with a camera
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in the corner.
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We would like to create an animation
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for that camera which will allow it to move
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from one side of the scene to the other.
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Since we want to make an animation for the
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camera we will want to ensure
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that it is selected in the Hierarchy view.
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We can then open the Animation view
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by clicking Window - Animation.
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Like any other view this is moveable
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resizable and dockable.
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There are many different buttons and options
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visible when you first open the Animation view.
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First and foremost is the animation drop-down.
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Here is where we can select our different
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animations to edit.
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Since we don't currently have any animations
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this drop-down is blank except for the
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ability to create a new animation.
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When you create a new animation you will
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be prompted for a name and a location
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to save the animation file.
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We will create an animation called
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CameraFlyThu and place it
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in the Animations folder.
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The Add Curve button allows us to choose
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which components of our object,
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or any child objects, we wish to modify
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with our animation.
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Each component can be expanded
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to view more options.
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To add a curve click the + sign next
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to the item you wish to add.
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Since we want our camera to fly around the scene
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we will add the transform's position and rotation.
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The timeline is where you will be able to
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establish the timing of your animation.
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The timeline is measured in frames and seconds.
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The red scrubber allows you to choose what
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frame you wish to modify.
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Next is the Record and Play buttons.
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When the record button is pressed
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changes made to the chosen object
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in the Scene view will be added automatically
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to the animation at the currently selected frame.
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The play button will allow you to preview
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your animation.
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The left and right arrows allow you to
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navigate through the keyframes of the animation.
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Next are the buttons which allow you to
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add keyframes and events to the
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currently selected frame.
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The Sample property determines how many
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frames make up one second of animation.
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Reducing this number makes our animations slower.
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At the bottom are two buttons that allow
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you to transition between dope sheet mode,
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which we are currently on,
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and curve view mode.
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With the record button pressed
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it can be very easy to rough out the animation
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that we want.
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Simply select the frame we want to modify
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and then set the desired camera position
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and rotation in the scene view.
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You will notice that a keyframe has been added
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to the timeline with the appropriate values.
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Properties that are currently being animated
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are highlighted in red in the Inspector.
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We can continue doing this for the various phases
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of our fly through animation.
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To preview the animation click the
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play icon next to the record icon
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in the animator view.
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If we were satisfied with our animation
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we could be done now.
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If we wanted to fine tune our animation however
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we would want to look at the curves mode.
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To enter the curves mode select the Curves button
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at the bottom of the animation view.
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Here we can see the various curves of our
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animation by selecting the corresponding
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component on the left.
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Again we can select a frame using the red
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red scrubber on the timeline.
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To modify a value on a curve
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click and drag a keyframe to the new
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desired value.
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To create a new keyframe click the
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Create Keyframe button,
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or double click on the curve.
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Right-clicking on a keyframe will pull up
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some of it's options.
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the most notable of these options is the ability
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to choose Free Smooth.
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This will create two handles are the keyframe
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which you can use to smooth the curve
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to your liking.
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Another way to control our curves is to
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choose the Broken option.
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This allows you to control each side of the
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keyframe indecently.
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In this example we will want to add
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a little variance to the exposition
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of the transform.
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Doing so will give us more of a weightless feel
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to our animation.
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Again we can do so by creating keyframes
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on the exposition curve and changing
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our values manually.
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The animations created in Unity have the same
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Inspector settings as animations made
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in external programmes.
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We can see these by selecting our clip
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in the Project view.
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Since we want our camera to fly across the
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screen only once, we best uncheck
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are Loop Time property.
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It is interesting to note that an animator
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is in charge of animation playback for generic
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objects the same as it is for humanoids.
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Unity has automatically added the
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animator to our camera and created an
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animator controller, a state machine
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and added it to this component
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The clip we just created is added to the
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state machine as the default clip
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that would be played at runtime.
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This means we can go on to record
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other clips and use the animator
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to decide when to play them.
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In this manner, once our animation clip
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is completed we can run our scene
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to see it in action.