Introduction
Many types of animatics in games consists of linear interpolation between positions, rotations and/or scales, executed over a sequence of segments.
Game engines make interpolation easy, but it requires a bit of programming in relation to playback and data management to make it practical to do this for many transforms and segments in a single animatic.
The LERP Animator is a Unity component that let's you take an unlimited number of transforms and run them through an unlimited number of segments of interpolations, all controlled within a single custom inspector. This can replace the need for using third party software to rig and animate , for then to import them as assets, for these kinds of animatics.
Other benefits of LERP Animator:
It let's you preview segment states or play through the animatic live in the editor without starting game play
It makes it easy to set target position and scale data for interpolation, by sampling the data from the scene
Rotation is not as straight forward to deal with as position and scale, as you can't sample the euler angles or quaternion values of an object and expect it to interpolate past 180 degrees around an axis. Default rotation lerping will interpolate the shortest path between two rotations. LERP Animator solves this by manually letting you dial in a rotation offsett from the previous state.
For extra usefullness in game development, it can also fire any kind of events between segments.
Very code friendly. The only need to code is if you want to trigger the animatic any time other than when the game starts and not through an event on another component inspector. This is easily done by getting a reference to the instance and calling the StartSequence() function.