https://github.com/PacktPublishing/Unity-5.x-Animation-Cookbook
项目Unity版本 5.3.4f1
Chapter 1: Working with Animations
Chapter 2: Working with the Animation View
Chapter 3: 2D and User Interface Animation
Chapter 4: Character Movement
Chapter 5: Character Actions and Expressions
Chapter 6: Handling Combat
Chapter 7: Special Effects
Chapter 8: Animating Cutscenes
Chapter 9: Physics and Animations
Chapter 10: Miscellaneous
Chapter 1: Working with Animations
Introduction
Importing skeletal animations
Configuring generic and humanoid rigs
Creating and assigning an Animator Controller
Creating animation transitions in Animator Controller
Using parameters to control the animation flow
Using animations from multiple assets
Looping, mirroring and offsetting the animations
Adjusting the playback speed f animations
Using override animator controllers to animate different types of characters
Importing object animation from a 3D package
Chapter 2: Working with the Animation View
Introduction
Using the Animation View to create a flickering light
Blending light colors with the Animation View and the Animator Controller
Animating an object's world position - creating a moving platform
Animating object's local position - creating automatic doors
Using the Hierarchy to animate local rotation - creating an orbiting planet
Animating triggers - creating a death trap
Creating an elevator triggered by player input
Chapter 3: 2D and User Interface Animation
Introduction
Exporting a 2D sprite animation from a 3D package
Creating a frame-by-frame sprite animation with the Animation View
Creating a 2D sprite doll animation with the Animation View
Using the Animator Controller to play sprite animations
Creating a fade out - fade in transition with the Animation View
Creating a swipe transition with the Animation View
Using filled images for creating animated progress bars
Using Mecanim states for animating UI button states
Chapter 4: Character Movement
Introduction
Using Blend Trees to blend walk and run animations
Using root motion to drive Rigid Body character's movement with animations
Using root motion to steer a character
Using animations for better looking transitions
Using root motion or a 180 degrees turn
Making a character jump with 3-phase animation
Using root motion to drive a NavMesh Agent's movement with animations
Using triggers to grab an edge while jumping
Chapter 5: Character Actions and Expressions
Introduction
Creating an appear or a disppear animation
Creating background characters and critters with animation-driven behavior
Using Blend Trees to create randomized actions
Using Quaternion.LookRotation() and AnimatorSetLookAtPosition() methods to make characters follow an object with their gaze
Action Points - performing an action in a specified spot
Synchronizing an animation with objects in the scene
Using IK for interacting with scene objects
Animating facial expressions with Blend Shapes
Chapter 6: Handling Combat
Introduction
Using Sub-State Machines in Animator Controller
Using Animation Events to trigger script functions
Using transitions from Any State to play hit reactions
Using root motion to create a dodge move
Checking what Animator state is currently active to disable or enable player actions
Using Animation Events to draw a weapon
Using Avatar Masks and animator controller layers to walk and anim
Using the LookAt() method to anim
Using Blend Trees to anim
Detecting the hit location on a chracter
Chapter 7: Special Effects
Introduction
Using Animation Events to trigger sound and visual effects
Creating camera shakes with the Animation View and the Animator Controller
Using the Animation View to animate public script variables
Using additive Mecanim layers to add extra motion to a character
Using Blend Shapes to morph an object into another one
Using wind emitters to create motion for foliage and particle systems
Using sprite sheets to animate particles
Animating properties of a particle system with the Animation View
Using waveform of a sound clip to animate objects in the scene
Creating a day and night cycle with the Animation View
Chapter 8: Animating Cutscenes
Introduction
Using the Animation View to animate the camera
Changing cameras with animation
Syn
Chapter 9: Physics and Animations
Chapter 10: Miscellaneous