Book Image

Unity Character Animation with Mecanim

By : Jamie Dean
Book Image

Unity Character Animation with Mecanim

By: Jamie Dean

Overview of this book

Game animation for independent developers has taken a giant leap forward with Unity 5's Mecanim toolset, which streamlines the import/export, retargeting, and many other aspects of the character animation workflow. Unity Character Animation with Mecanim is a great primer for getting to know the nuts and bolts of Mecanim and other character animation related tools in Unity 5. It offers you step-by-step instructions for preparing and exporting rigged models and animation sequences from commonly used 3D packages, such as Maya, 3ds Max and Blender. This book explores the new set of animation tools introduced with Mecanim in Unity 5. Approaching its subject matter through a typical genre–a zombie action game, character animation techniques are explored using real examples of player input and interaction, enemy behavior, and other aspects of game dynamics. As the book progresses, the reader will understand how these elements fit together in a small game development workflow. We will begin with a demonstration of the process of getting a rigged character into Unity 5 and setting it up to use provided animation sequences. We will also consider a few industry standard 3D packages and how these can be used to rig a humanoid character for use in Unity 5. We will demonstrate the retargeting capabilities of Mecanim’s Humanoid Animation type by adjusting motion sequences to fit disparate character types in our game. After this, we will look at Ragdoll physics and the implementation of this commonly used technique in a Mecanim workflow. The book culminates with a thorough dissection of the enemy character AI script incorporating the Mecanim elements detailed in the previous chapters. Unity Character Animation with Mecanim will provide you with a detailed exploration of the interaction between game development and character animation, and will broaden your understanding of the rich animation toolset within Unity 5
Table of Contents (16 chapters)
Unity Character Animation with Mecanim
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
1
The Zombie Attacks!
Index

Chapter 4. Working with Motion Capture Data

As a method of translating real-world movement into a usable digital file, motion capture crosses a major boundary in computer graphics. In more complex animation sequences, traditional keyframe animation techniques are sometimes too time consuming. With motion capture processes becoming more affordable and available, many independent game developers are exploiting this technology to add a dynamic edge to their projects.

In this chapter we will:

  • Explain the characteristics of motion capture files

  • Demonstrate the creation of two distinct walk cycles from one motion capture file

  • Set up a simple scene, animator controller, and script to test the resulting motion clips

This chapter will feature the male zombie character that was imported and prepared in Chapter 1, The Zombie Attacks!. If you worked through this chapter, you can proceed with the same file, or use the readied model provided in the project files.