Book Image

Unity 3D Game Development

By : Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel
Book Image

Unity 3D Game Development

By: Anthony Davis, Travis Baptiste, Russell Craig, Ryan Stunkel

Overview of this book

This book, written by a team of experts at Unity Technologies, follows an informal, demystifying approach to the world of game development. Within Unity 3D Game Development, you will learn to: Design and build 3D characters and game environments Think about the users’ interactions with your game Develop an interface and apply visual effects to add an emotional connection to your world Gain a solid foundation of sound design, animations, and lighting Build, test, and add final touches The book contains expert insights that you’ll read before you look into the project on GitHub to understand all the underpinnings. This way, you get to see the end result, and you’re allowed to be creative and give your own thoughts to design, as well as work through the process with the new tools we introduce. Join the book community on Discord to read this book with Unity game developers, and the team of authors. Ask questions, build teams, chat with the authors, participate in events and much more. The link to join is included in the book.
Table of Contents (16 chapters)
14
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15
Index

Rigging

After working through this whole concepting phase, we need to work on getting some bones into the character so we can animate her. We will be using Autodesk’s Maya 2022 to rig our character. The points we will go over will be principles, not technical details. Depending on your DCC tool, you may encounter slightly different terminology, however, the following terms will generally apply to any of the major DCCs in use for game development.

Animation-first thinking

When beginning the rigging task, the most efficient way to work is by having a detailed conversation about the animations themselves with the artists who will be responsible for them. Even if you’re doing the animations yourself, successful rigs are ones that ensure the animator doesn’t need an explanation of what each control does. There may be some technical attributes, but overall if a control doesn’t need something, it should be locked and hidden.

When the animator moves...