mecanim 初めての人はイロハを先に読むとわかりやすいです。


Unity でユニティちゃんモデルを読み込みます。

三人称視点で動き回る Animator を用意したいと思うので、標準アセットをインポートします。!/content/32351

同梱の ThirdPersonAnimatorController をユニティちゃんにセットしますと


このように、ブレンドツリーのタイプ 2D Freeform Cartesian に補間関係のポイントが示され

あとは、次のように Animator パラメータとパッドコントローラとの接続処理を書くことで、パッド入力で動き回るユニティちゃんが出来上がります。

        // Fixed update is called in sync with physics
        private void FixedUpdate()
            // read inputs
            float h = Input.GetAxis("Horizontal");
            float v = Input.GetAxis("Vertical");
            bool crouch = Input.GetButton("Fire3");

            // calculate move direction to pass to character
            if (m_Cam != null)
                // calculate camera relative direction to move:
                m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
                m_Move = v*m_CamForward + h*m_Cam.right;
                // we use world-relative directions in the case of no main camera
                m_Move = v*Vector3.forward + h*Vector3.right;
			// walk speed multiplier
	        if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;

            // pass all parameters to the character control script
            m_Character.Move(m_Move, crouch, m_Jump);
            m_Jump = false;
		public void Move(Vector3 move, bool crouch, bool jump)

			// convert the world relative moveInput vector into a local-relative
			// turn amount and forward amount required to head in the desired
			// direction.
			if (move.magnitude > 1f) move.Normalize();
			move = transform.InverseTransformDirection(move);
			move = Vector3.ProjectOnPlane(move, m_GroundNormal);
			m_TurnAmount = Mathf.Atan2(move.x, move.z);
			m_ForwardAmount = move.z;


			// control and velocity handling is different when grounded and airborne:
			if (m_IsGrounded)
				HandleGroundedMovement(crouch, jump);


			// send input and other state parameters to the animator
		void UpdateAnimator(Vector3 move)
			// update the animator parameters
			m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
			m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
			m_Animator.SetBool("Crouch", m_Crouching);
			m_Animator.SetBool("OnGround", m_IsGrounded);
			if (!m_IsGrounded)
				m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);

			// calculate which leg is behind, so as to leave that leg trailing in the jump animation
			// (This code is reliant on the specific run cycle offset in our animations,
			// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
			float runCycle =
					m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
			float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
			if (m_IsGrounded)
				m_Animator.SetFloat("JumpLeg", jumpLeg);

			// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
			// which affects the movement speed because of the root motion.
			if (m_IsGrounded && move.magnitude > 0)
				m_Animator.speed = m_AnimSpeedMultiplier;
				// don't use that while airborne
				m_Animator.speed = 1;



もともとの Animator に設定されている、しゃがみ移動、ジャンプ移動も付けてみます。






using System;
using UnityEngine;

namespace SimpleStar
    public class FreeLookCam : MonoBehaviour
        // This script is designed to be placed on the root object of a camera rig,
        // comprising 3 gameobjects, each parented to the next:

        // 	Camera Rig
        // 		Pivot
        // 			Camera
        [SerializeField] private Transform m_Target;            // The target object to follow
        [SerializeField] private float m_MoveSpeed = 1f;                      // How fast the rig will move to keep up with the target's position.
        [Range(0f, 10f)] [SerializeField] private float m_TurnSpeed = 1.5f;   // How fast the rig will rotate from user input.
        [SerializeField] private float m_TurnSmoothing = 0.0f;                // How much smoothing to apply to the turn input, to reduce mouse-turn jerkiness
        [SerializeField] private float m_TiltMax = 75f;                       // The maximum value of the x axis rotation of the pivot.
        [SerializeField] private float m_TiltMin = 45f;                       // The minimum value of the x axis rotation of the pivot.
        [SerializeField] private bool m_LockCursor = false;                   // Whether the cursor should be hidden and locked.
        [SerializeField] private bool m_VerticalAutoReturn = false;           // set wether or not the vertical axis should auto return
        [SerializeField] private float TiltRate = 0.52f;

        private Transform m_Cam; // the transform of the camera
        private Transform m_Pivot; // the point at which the camera pivots around

        private float m_LookAngle;                    // The rig's y axis rotation.
        private float m_TiltAngle;                    // The pivot's x axis rotation.
		private Vector3 m_PivotEulers;
		private Quaternion m_PivotTargetRot;
		private Quaternion m_TransformTargetRot;
        private Vector3 m_CameraTargetPosition;
        private float m_CameraDefaultDistance;

        void Awake()
            m_Cam = GetComponentInChildren<Camera>().transform;
            m_Pivot = m_Cam.parent;
            // Lock or unlock the cursor.
            Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None;
            Cursor.visible = !m_LockCursor;
			m_PivotEulers = m_Pivot.rotation.eulerAngles;

	        m_PivotTargetRot = m_Pivot.transform.localRotation;
			m_TransformTargetRot = transform.localRotation;
            m_CameraDefaultDistance = m_Cam.transform.localPosition.z;

        protected void Update()
            if (m_LockCursor && Input.GetMouseButtonUp(0))
                Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None;
                Cursor.visible = !m_LockCursor;

        private void OnDisable()
            Cursor.lockState = CursorLockMode.None;
            Cursor.visible = true;

        void FollowTarget(float deltaTime)
            if (m_Target == null) return;
            // Move the rig towards target position.
            transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed);

        private void HandleRotationMovement()
			if(Time.timeScale < float.Epsilon)

            // Read the user input
            var x = Input.GetAxis("HorizontalTurn");
            var y = Input.GetAxis("VerticalTurn");

            // Adjust the look angle by an amount proportional to the turn speed and horizontal input.
            m_LookAngle += x*m_TurnSpeed;

            // Rotate the rig (the root object) around Y axis only:
            m_TransformTargetRot = Quaternion.Euler(0f, m_LookAngle, 0f);

            if (m_VerticalAutoReturn)
                // For tilt input, we need to behave differently depending on whether we're using mouse or touch input:
                // on mobile, vertical input is directly mapped to tilt value, so it springs back automatically when the look input is released
                // we have to test whether above or below zero because we want to auto-return to zero even if min and max are not symmetrical.
                m_TiltAngle = y > 0 ? Mathf.Lerp(0, -m_TiltMin, y) : Mathf.Lerp(0, m_TiltMax, -y);
                // on platforms with a mouse, we adjust the current angle based on Y mouse input and turn speed
                m_TiltAngle -= y*m_TurnSpeed;
                // and make sure the new value is within the tilt range
                m_TiltAngle = Mathf.Clamp(m_TiltAngle, -m_TiltMin, m_TiltMax);

            // Tilt input around X is applied to the pivot (the child of this object)
            m_PivotTargetRot = Quaternion.Euler(m_TiltAngle, m_PivotEulers.y , m_PivotEulers.z);

            float cameraDistanceRate = (1.0f -  (m_TiltAngle > 0 ? (TiltRate * m_TiltAngle / m_TiltMax) : TiltRate * (m_TiltAngle / -m_TiltMin)));
            float cameraTargetDistance = cameraDistanceRate * m_CameraDefaultDistance;

            if (m_TurnSmoothing > 0)
                Vector3 cameraLocalPos = m_Cam.transform.localPosition;
                cameraLocalPos.z = Mathf.Lerp(cameraLocalPos.z, cameraTargetDistance, m_TurnSmoothing);
                m_Cam.transform.localPosition = cameraLocalPos;

                m_Pivot.localRotation = Quaternion.Slerp(m_Pivot.localRotation, m_PivotTargetRot, m_TurnSmoothing * Time.deltaTime);
				transform.localRotation = Quaternion.Slerp(transform.localRotation, m_TransformTargetRot, m_TurnSmoothing * Time.deltaTime);
                Vector3 cameraLocalPos = m_Cam.transform.localPosition;
                cameraLocalPos.z = cameraTargetDistance;
                m_Cam.transform.localPosition = cameraLocalPos;

                m_Pivot.localRotation = m_PivotTargetRot;
				transform.localRotation = m_TransformTargetRot;

Rig オブジェクトにこのスクリプトを割り当てますが、構成として、子供に Pivot、孫に Camera が来る構成にしなくてはなりません。

Unity の Humanoid のアニメーションは等身が異なるモデルでも問題なく流用できるので、いいですね。
リグを入れるデザイナーの方は、ぜひ Humanoid の適用を意識してボーンを設定していただけると嬉しいです!