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!

Adding more Avatar masks

In the last section, we used a mask to blend in a different leg animation. Here we will create more Avatar masks to use the two walk sequences together to create more variations:

  1. In the Project panel, click the PACKT_Masks folder to view its contents in the Assets panel.

    The folder contains two additional Avatar Masks: z_Arms and z_HeadChestHands.

  2. Select the new masks one at a time by clicking them in the Assets panel to see how they are set up:

    • For z_Arms only, the arms and hands are highlighted in green

    • For z_HeadChestHands, everything except the head, chest, and hands are masked

    In order to vary the animation masking for each zombie, we need to set each one up with its own animator controller.

  3. Click the PACKT_Controllers folder in the Project panel.

  4. Select the asset ch5_3_1 and duplicate it using the keyboard shortcut Ctrl + D (Cmd + D if working on a Mac).

  5. Select zombie_m2 in the Hierarchy panel.

  6. Drag the controller ch5_3_2 into the Controller field beneath the Animator...