A simple animation clip scripting control example... DOES NOT EXIST! - loosing clumps of hair on this one

OMG! This is SOOOO entirely frustrating! The documentation does not provide a cohesive overview of what where wyhy and how to script animations or clips or whichever… I still dont know the difference between an animation and an animation clip, aside from that clips go in a animation. Okay they go in an animation component on the object we want to animate, go that far. NOW, do I put a separate C# script on every single object i want to animate? if no then where does it go? Then once we have a home for the script(S), how in the {bleep} do we implement simple play and stop then next play, etc? Ho do I communicate to the multiple objects I want to animate with just simple controls?

Dont wanna blend or fade or … just need a simple example!

I dont have time to dig into a character animation resource example to try to reverse engineer something that should be stupid simple

Make sure the animation clip you want to play is added in the animation component.

Then add the script to the object with the animation component (you could also put it on another object and reference the object with the animation you want to play).

To tell the animation component to play the default clip use this:

animation.Play();

Or to call a specific animation clip:

animation.Play("ClipName");

Documentation: Unity - Scripting API: Animation.Play

Here’s an example in c# of calling an animation when a button is pressed:

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
    void Update() {
        if (Input.GetButtonUp("Fire1")) {
          animation.Play();
        }
    }
}

Change your animation to Legacy as instructed here: A simple animation clip scripting control example... DOES NOT EXIST! - loosing clumps of hair on this one - Questions & Answers - Unity Discussions