You can stop the Record Mode at any time by clicking the Record button again. The time line bar is tinted red, indicating record mode, and the animated properties show up with a red background in the inspector. In the screenshot below you can see the Animation window in record mode. The changes you make to the GameObject are recorded as keyframes at the current time shown by the white line (the playback head) in the Animation Window.Īny change to an animatable property (such as its position or rotation) will cause a keyframe for that property to appear in the Animation window.Ĭlicking or dragging in the time line bar moves the playback head and shows the state of the animation at the playback head’s current time. Once in Record mode you can create keyframes by setting the white Playback head to the desired time in the Animation time line, and then modify your GameObject to the state you want it to be at that point in time. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. This enters Animation Record Mode, where changes to the GameObject are recorded into the Animation Clip Animation data that can be used for animated characters or simple animations. To begin recording keyframes for the selected GameObject, click on the Animation Record button. Note: In record mode, the Preview button is also active, because you are previewing the existing animation and recording new keyframes at the same time. The Animation window time line is tinted blue when in preview mode. Press the Preview button to enable preview mode. You must manually create keyframes (see below) each time you modify your GameObject to a desired new state (for example, moving or rotating it). In preview mode, modifying your animated GameObject does not automatically create keyframes. Preview Mode: The Animation Window in Preview mode The Animation window time line is tinted red when in record mode. Press the button with the red circle to enable record mode. In record mode, Unity automatically creates keyframes at the playback head when you move, rotate, or otherwise modify any animatable property on your animated GameObject. (Also referred to as auto-key mode) The Animation Window in Record mode More info See in Glossary in the Animation window: Record Mode and Preview Mode. A GameObject’s functionality is defined by the Components attached to it. There are two distinct methods you can use to animate GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. Frames in between the keyframes are called inbetweens. Once you have saved the new Animation clip Asset, you are ready to begin adding keyframes A frame that marks the start or end point of a transition in an animation.
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