I created this animation controller as part of a prototype for a game pitch idea. The idea was for an action oriented game set in the third person. This prototype made use of two animation controllers, one for the player and one for an enemy. Due to time constraints, all animation clips and character models used, were from Mixamo's Alpha character package from the Unity asset store.
 
Movement of the player made use of a movement script that would, through input, message the animator controllers paramators list to blend walk and running animations and transition from state to state.
For this example, the character made use of a sword for a weapon. Sub-States were created to show the transition from the player without and with the sword drawn. Sub-States act as a organization tool or "container" to house additional states and tranistions.
For the players attack, I wanted to show a simple combo system driven by the animation controller. Three states were created to be used to string three attacks together on button press. Though only two animations were available, animation and tranistion timing were teaked slightly to emphasise three attacks. A trigger was created to call each animation to play through script on input. The animations play time or "Exit Time" was used to transition back to an idle state and act as a timer to execute the next attack.
For the enemy, the animation controller only contained a few states. An Idle state to transition to walk and attack, getting hit, and a death state, set to become active at anytime the "health" script reached zero.
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