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3 types of Animation in Unity (and other Game Engines)




Intro





Moving objects in your Game or Worlds or Avatar is a nice thing to have, but most of the time users will limit themselves the way to animate things. In this article, we will explain the 3 methods we have so far to make things move ~







  1. Dope sheet animation





The most well-known way to animate things. When people talk about animation, we immediately refer to this type of animation. We can treat the dope-sheet like a time schedule for all objects. Here is an example more related to "normal" lives :



8:00

8:30

9:00

Phox-Kun

Wake Up

make breakfast

nom nom

Kytzune-Chan

Sleep

Wake Up

nom nom

Hibiscus-Chan

Sleep

Wake Up

make breakfast

Hibiscus-Chan

Sleep

Sleep

Wake Up


This may not be accurate but this demonstrates the idea : every row refers to a GameObject or a parameter, from left to right shows the flow of time. In the timeline we can mark "Keyframes" to specify how should the GameObject behave at a certain time.


if you need more tutorials, you can search :

"Unity Animation", a lot of great tutorials can be found.







  1. Particle System






Most of the time when people hear particle systems, they immediately think it is something extremely difficult to use, and when you look at the inspector, it looks like all the buttons and meters in a cockpit on a plane.





However, we can dissect the particle system into different modules, and we can try to describe how the particle should behave, module by module.


In this case, the Particle system makes "random but repetitive" animation extremely easy.


if you need more tutorials, you can search :

"Unity Particle Systems", a lot of great tutorials can be found.


Back in 2016, we launched our first Music Video "V001 - If I can fly", which we used Flash-CS3, to generate floating particles in the background, can only create randomized scattered circles, then group them, and Motion-Tween them :






On 2023-04-09, we launched our very first Unity Music Video, heavily focusing on Particle Systems, the video is created within a day, compared to the one using Flash-CS3, that probably took a week to make :









  1. Code Animation





When you start making your own Unity Game or Mechanisms of any kind, chances are you came across the native Unity Event : `OnUpdate`. The Event `OnUpdate` will be triggered for every frame, which is perfect for animations, afterall, one of the main idea of animation is to update the state of a GameObject as time goes.


Here is an example to make an object move at a constant velocity with a certain direction :

using UnityEngine;


public class PlayerController : MonoBehaviour

{

[SerializeField] public Vector3 velocity;


void Update()

{

transform.position += velocity * Time.deltaTime;

}

}

Of course, other than moving, we can do all sorts of things ~ Rotation, Orbiting, etc.


In one of our music videos, "R01B - Nonsense Party" heavily uses "Animation by Code" . In the video, the Bee plushie moves in 3 ways :

  • constant velocity + spinning

  • circle orbit

  • sinewave jumping







if all animations are done by dope sheet, it would be worse than a hassle XD







ALL OF THEM TOGETHER


starting since 2023, we have been heavily using Unity as our animation workflow. Now most of our music videos have these 3 types of animations combined : Dopesheet, Particle systems, and Code.




Dopesheet✅ Particles✅ Code❌


Dopesheet✅ Particles✅ Code❌



Dopesheet✅ Particles✅ Code❌


Dopesheet✅ Particles✅ Code❌



Dopesheet✅ Particles✅ Code✅


Dopesheet✅ Particles✅ Code✅



So the next time when you want to start animating things, try not to limit yourselves to only dope-sheets. OwO/ have fun ~

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