Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by bruceb · Feb 17, 2010 at 09:16 PM · animationspeed

What is the meaning of normalizedSpeed?

I don't understand the meaning of AnimationState.normalizedSpeed, I get that it is used for syncing animations, but I don't quite get it.

So that was the question I had. Since this seems like a good thing to know, I played around with things and think I finally get it. See the answer (or make the answer better...)

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Cyclops · Feb 22, 2010 at 07:58 PM 0
Share

One $$anonymous$$or point - the actual variable name is normalizedSpeed, a single word. I was searching for information on this term, and Search didn't find the two-word version, so I wound up creating a duplicate question. Wups... :)

2 Replies

· Add your reply
  • Sort: 
avatar image
4
Best Answer

Answer by bruceb · Feb 17, 2010 at 09:27 PM

The best way to think about normalized speed (IMO) is that it is the number of cycles the animation can make in a second. So, if your animation's nominal length is .66, its normalized speed is 1.5 or (1.0/0.66). In otherwords, your animation does 1.5 cycles per second.

Now suppose you set the speed of the animation to be 1.2. In this case the effective length of the animation is .55 sec (0.66/1.2). And the normalized speed is now 1.8 (1.0/0.55), or a little less than 2 cycles per sec.

Thinking about normalized speed as cycles/second makes it easy to see why SyncLayer is needed and why it works. If you have cyclic gaits such as walk and run and you want to blend them, then the only way that makes sense is the cycles per second are adjusted to be the same which is what SyncLayer does.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image bruceb · Feb 17, 2010 at 10:40 PM 0
Share

another way to think about normalized speed is that the delta in normalized time on a frame is normalizedSpeed * Time.deltaTime.

I think SyncLayer() works a little different than I said because it averages the duration, so the normalized time for each animation changes by the same amount on a tick, rather than adjusting the normalized speed of the sync'd animations. The effect is the same though.

avatar image
0

Answer by bruceb · Feb 22, 2010 at 07:48 PM

Just to finish up on this. If you ever need to know "how fast is my animation actually going, relative to when it is unsynched and has a speed of 1.0", you can do the following...

  1. Keep track of the actual delta in normalized time from frame to frame.
  2. Compare it to Time.deltaTime * (1.0/anim.length). The ratio will tell you the relative speed.

You need to be careful to make sure that the delta in normalized time is valid (if the animation rewinds in between samples, the delta won't be valid), and there may be a simpler way of doing this, but this worked for me.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

Allow Unity to render as fast as possible? 0 Answers

How do I adjust the speed of an animation when preparing a CMU Motion Capture in Blender 2.68? 0 Answers

Animation speed control - no smooth animation on slow down 3 Answers

How to change speed of animation in C# 1 Answer

Is it possible to change animation speed in itween? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges