Animator animations

Use the Animator animation override system if you want to use the Animator Unity component.

Setting up an Animator animation override

The legacy animation override hierarchy must meet the following criteria:

  • Set the IFX root object to have a scale of 1 in all dimensions and zero rotation.

  • Place the object that has the Animator component at least one level below the IFX root object.

  • Add the EffectLifeRunControl.cs script to the object that has the Animator component.

  • Ensure that the Controller property of the Animator component is set to the correct animation controller.

  • If you animate a humanoid character with an Avatar definition, ensure that the Avatar property of the Animator component is set correctly.

Defining the animation states

Add all of the states that you want to use to the animation controller. Link one of the states to the Entry node. For example, the idle state. You don't need too create links between any of the other states.

Assigning animations

  1. Select the object that has the Animator component.

  2. On the Effect Life Run Control component, enter names for the Animation Walk, Animation Run, Animation Idle, and Animation Roar properties that match the name of the animations in the animation controller.

If you don't have an animation for one or more of the states, leave the property empty in the Effect Life Run Control component.

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