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!

Introduction to joints in Unity

Creating a ragdoll game object in Unity requires some basic knowledge of the different joints and how these can be added to game objects.

Unlike the joints or bones that are imported in the FBX file as part of the rigged model, Unity's joints can be used to connect game objects that respond to physics within the game.

There are several different joints that we can choose from, which suit different situations within a game, and different joints in a human body.

Creating a test scene

We will start with a blank scene and some simple geometry to test our physics objects:

  1. Create a new scene by navigating to File | New Scene....

  2. Add a plane game object using the menu bar by navigating to GameObject | 3D Object | Plane.

  3. Click on the Plane in the Scene view or Project panel to adjust its parameters in the Inspector panel.

    The plane game object should be centered within the scene by default.

  4. Rename the plane groundPlane by typing this into the field at the top of the Inspector...