Use the InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
See in Glossary window to change the playable assetAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary properties of an Animation clipAnimation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. More info
See in Glossary. The playable asset properties include controls for manually transforming the root motionMotion of character’s root node, whether it’s controlled by the animation itself or externally. More info
See in Glossary offset of the Animation clip and options for overriding default clip matching.
To view the playable asset Animation Clip properties, select an Animation clip in the TimelineGeneric term within Unity that refers to all features, windows, editors, and components related to creating, modifying, or reusing cut-scenes, cinematics, and game-play sequences. More info
See in Glossary Editor window and expand Animation Playable Asset in the Inspector window.
Use the Clip Root Motion Offsets to apply position and rotation offsets to the root motion of the selected Animation clip. There are two methods of applying clip root offsets:
Match the clip offsets to set the root motion offsets based on the end of the previous Animation clip, or the start of the next Animation clip. What gets matched depends on the Clip Offset Match Fields.
Use the tools and properties under Clip Root Motion Offsets to manually set the position and rotation of the root motion offsets.
Property: | Function: |
---|---|
Move tool | Enable the Move tool to show a Move GizmoA graphic overlay associated with a GameObject in a Scene, and displayed in the Scene View. Built-in scene tools such as the move tool are Gizmos, and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjects are selected. More info See in Glossary in the Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info See in Glossary. Use the Move Gizmo to manually position the root motion offset for the selected Animation clip. Using the Move Gizmo changes the Position properties. |
Rotate tool | Enable the Rotate tool to show a Rotate Gizmo in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary view. Use the Rotate Gizmo to manually rotate the root motion offset for the selected Animation clip. Using the Rotate Gizmo changes the Rotation properties. |
Position | Use the Position properties to manually set the clip offset in X, Y, and Z coordinates. By default, the Position coordinates are set to zero and are relative to the track offsets. |
Rotation | Use the Rotation properties to manually set the clip rotation offset around the X, Y, and Z axes. By default, the Rotation coordinates are set to zero and are relative to the track offsets. |
Use the Clip Offset Match Fields to choose which transforms are matched when matching clip offsets. By default, Override Track Match Fields is disabled and the Clip Offset Match Fields show and use the matching options set at the Animation track level.
Enable Override Track Match Fields to override the track match options and set which transformations are matched for the selected Animation clip.