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  • Book Overview & Buying Unity Character Animation with Mecanim
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Unity Character Animation with Mecanim

Unity Character Animation with Mecanim

By : Jamie Dean
4.1 (10)
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Unity Character Animation with Mecanim

Unity Character Animation with Mecanim

4.1 (10)
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 (11 chapters)
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1
1. The Zombie Attacks!
10
Index

Updating the animator controller to include the face animation


In the previous chapter, we created masks for various parts of the body to add variation to our stock animation sequences. The animator controller connected to the zombie in our current scene is set up the same way, there are just a few changes that need to be made:

  1. Click on the zombie_f game object in the Hierarchy panel to select it.

  2. Click on the Animator tab in the top center of the Unity interface to switch to the Animator panel.

  3. In the top left of the Animator panel, click on the Layers tab to activate it.

The zombie's animator controller consists of a base layer containing two states: Idle and Walk. We need to create a new layer for the face animation:

  1. In the top left of the Animator panel, click on the + symbol in the Layers tab to create a new layer.

  2. Rename the layer Face.

  3. Set the layer's Weight field to 1.

  4. In the new Face layer, click on the radio button next to the Mask field and select z_Head from the list.

  5. Leave the Blending...

CONTINUE READING
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Unity Character Animation with Mecanim
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