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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

Varying the pickup animation with a Blend Tree

Back in Chapter 3, Interacting with the Environment, we created character interaction with the environment by allowing the player character to pick up objects. A single animation sequence was used for this.

In the game, the character will need to pick up collectables of various sizes and weights. In order to visualize this variation in the game, we will be demonstrating a different use of Blend Trees.

In order to use a Blend Tree, a minimum of two motion clips is necessary. We supplemented the original pickup motion with another pickup animation to suit a heavier object.

Next, we will take a look at the differences between the two animation clips.

Viewing the pickup_heavy animation sequence

Once again, we will make use of the zombie_m character to preview the whole animation:

  1. In the Project panel, click on the PACKT_Animations folder.
  2. Locate the pickups asset.
  3. Click on it to view its import settings in the Inspector panel.

The two animation clips contained...

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