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
About the Author
About the Reviewers
Free Chapter
The Zombie Attacks!

Creating five walk variations from two walk cycles

As well as correcting motion sequences to get them to fit different characters, Avatar Body Masks can be used to add variety to multiple characters that use the same initial model.

In Chapter 4, Working with Motion Capture Data, we created two unique walk cycles from a single motion capture sequence. In the next step we will further vary these by masking the head, arms, and legs from each sequence:

  1. In the Unity project, open the scene Chapter5_3.

    The scene is the same simple room interior, but this time containing five identical male zombies.

    Currently each of the zombie characters shares the same animator controller. It is set up to play the same walk sequence after idling for a short time.

  2. In the top-center of the Unity interface, press the Play button to preview the walk animation:

As the zombie characters all begin walking at the same time, the uniformity of their animation sequence is quite obvious.

Mecanim's animation masking tools give us...