Animation from Idle to Run

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Transcript

Let's go back to animation. First of all, I select my character and go to the animation folder. Right click Create. And let's create an animator controller. I rename it to my animation. All right, let's open it.

Right now, we don't have any animations inside. But we have a bunch of animations inside that pack, like attack die, and so on. Animation always begins with idle animation. So let's drag and drop it to our animator. And I do the same with the run animation. Alright, now let's go to our sword man and add a new component animator.

Find that controller slot and drag and drop our controller here. Alright, so our controller right now have has only one connection. And if I turn that plane mode on we see that idle animation but it doesn't change when the character is moving and jumping it is to the idle animation. I know that we was playing with idle animation, so you need to return your idle animation it as it was in the pack. For example, you can import to the idle animation again, from the pack deleted from here input, but I hope you just didn't save it. Okay, so let's go back to our animator component.

We need to connect idle and run animation. To do that, right click on the idle animation and make transition to the run. Let's click on the arrow. On the right side of the screen, we have conditions. And we need to create one. First of all, we need to think what should happen for animation to change.

In this case, speed changes. Of course, when my character is standing still, the idle animation should play but when it starts his movement to the right or to the left side, the run animation should start here in any major We have parameters. Let's create one click on plus. I select float type, rename it to speed. And let's add the condition. Click on plus liked our speed and if the speed is greater than 0.01.

So if the condition is true, then that transition happens. And of course, we need to do reverse. Right click on the run, make transition from run to idle. Click on the arrow and this time speed is less than 001. I also prefer to go to settings here and uncheck that exit time. And change the transition time to zero in both cases, so that the character goes from idle to run animation very fast.

All right, now let's go to the playing mode and see that nothing is happening. We have our idle animation, playing again and again. And this blue line shows us that yes, we have this kind of animation. All right. So of course, nothing is happening because it shouldn't, but we can go to the animator. Let's go back to the plane mode.

Go back to animator and change the speed to two. And then you see that the animation has changed. So that means that our logic works. So the animator works just fine. Now we need to come back to our script and do something. First of all, let's declare a new variable.

Let's do it here. Let it be private. The type is animator, and let's call it animator. All right, now let's go inside the start function and take the animator. A new major from my object get ponent animator gets component is the primary way of accessing other components. So when the game starts, my variable animator takes the animator component Next, let's go to the update function.

And of course, there are so many different ways to code it, I just show you the easy and obvious one. All right, so my logic here is simple. If a user hold right or left buttons, idle animation should change to the run animation, and vice versa. If he doesn't press the buttons, that means my character stops and around animation switches to idle. And here I have age variable which tracks such actions. Alright, let's go ahead and write the first part.

If h does not equal to zero, so explanation and equal together means is not equal. So age is not equal to zero. That in my case means user presses button which controls horizontal axis. And if it is though, let's send a float value to the animator. We have called it PID as you remember and I need to give it any value bigger than 0.01 because it is my condition remember, okay, so animator said float speed. One.

The speed is the name of our parameter here the speed and I should give it any number higher than our condition here. I decided to give it one and if page equals to zero is that Another way for you to my animator. meter. Set float. Speed zero. Yeah, and this is the red line here means we did a mistake inside the if we can't use just equals, we need to type two equals.

We use two equals, because we want to compare not a sign, and that equals just, you know, this equal sign is the assignment sign. In this case we need to equals no right, let's save it. Go back to my project. Let's run it. Oh, right. Good.

Idle Then the run animation. And I want to show you what if I haven't unchecked this box here we have. And then we have this moment when our player still has that idle animation while Penny's movement, the run animation, so that's why I told you to uncheck this box. So it works good. My hero walks from left to right and taste and moreover, his animation changes. Does acid shoot

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