Book Image

Unity 5.x Animation Cookbook

By : Maciej Szczesnik
Book Image

Unity 5.x Animation Cookbook

By: Maciej Szczesnik

Overview of this book

This recipe-based practical guide will show you how to unleash the power of animation in Unity 5.x and make your games visually impeccable. Our primary focus is on showing you tools and techniques to animate not only humanoid biped characters, but also other elements. This includes non-humanoid character animation, game world creation, UI element animation, and other key features such as opening doors, changing lights, transitioning to different scenes, using physics, setting up ragdolls, creating destructible objects and more. While discussing these topics, the book will focus on mecanim, the Unity 3D animation tool, and how you can use it to perform all these tasks efficiently and quickly. It contains a downloadable Unity project with interactive examples for all the recipes. By the end of this book, you will be confident and self-sufficient in animating your Unity 3D games efficiently.
Table of Contents (17 chapters)
Title Page
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Using root motion to drive Rigid Body characters' movement with animations


This recipe describes a very important concept called root motion. It allows the extraction of translation and rotation data from an animation and applies it to our character in the game.

Getting ready

To use root motion, first you need to create a character with a walk or run animation, that has translation in it; see the following screenshot:

Frames of a run animation using root motion. The character is animated with root node translation

If you are using a Humanoid character, the hip bone is used as the root node, the one describing root motion. So hip translation will describe the translation of the character in game (you can still have motion in the Y axis as we can then adjust it in the Import settings). Its rotation will describe character rotation in the game. If you are using a Generic character, you need to choose the Root Node manually in the Import settings. Select the model, go to Inspector, click on the...