In the previous section, we discussed the animation systems of Unity; legacy, and Mecanim. In this section, we will not only discuss, but also practically create, the animation controller for our player character of the fighting game. We will use the free character provided by Unity contained in the Raw Mocap Data
asset project.
First of all, we need a humanoid character in the Scene
view. Drag the DefaultAvatar.fbx
prefab from the Raw Mocap Data
directory in the Project
panel to the Hierarchy
panel, and it will show a T-Posed character with a black suit on it as shown in the following screenshot:
Figure 3.31 The T-Posed character in the Scene View
Now, select the DefaultAvatar
in the Hierarchy
panel, and look at its Inspector
settings. There will be a new component added below the Transform
component called the Animator
component, as shown in the following screenshot:
Figure 3.32 Animator component of the character model
You can observe that an...