In this chapter, we will demonstrate the process of importing and animating a rigged character in Unity. After making sure the character is being imported correctly, we will work through the necessary steps to get the character animated in the game view using the Mecanim toolset and a little code.
In this chapter we will cover:
Starting a blank Unity project and importing the necessary packages
Importing a rigged character model in the FBX format and adjusting import settings
Organizing materials and textures within the project hierarchy
Setting up the Avatar using the Avatar Definition Mapping panel
Creating a simple state machine in the animator controller panel
The basics of scripting for Mecanim
Typically, an enemy character such as this will have a series of different animation sequences, which will be imported separately or together from a 3D package. In this case, our animation sequences are included in separate files.
We will begin, by creating the Unity project.