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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

What this book covers

This book will take the reader through the different processes involved in the character animation aspect of game development. It will explain the basic animation tools within Unity, as well as the dynamic Mecanim toolset and how it can be used in the game animation context.

Chapter 1, The Zombie Attacks!, introduces the Mecanim interface and explains how rigged characters can be imported to Unity and quickly set up with animation.

Chapter 2, Rigging Characters for Unity in 3ds Max and Maya, explains the relationship between the Unity engine and commonly used 3D software and how characters can be prepared within external software to function smoothly once imported to Unity.

Chapter 3, Interacting with the Environment, compares a few different strategies for making a character interact convincingly with the environment.

Chapter 4, Working with Motion Capture Data, walks you through the process of adapting motion capture files to animate your character with Mecanim's toolset.

Chapter 5, Retargeting Animation, considers the reuse of animation clips and how animation can be adapted within Unity to suit different character types.

Chapter 6, Talking Heads, demonstrates Mecanim's facial animation capabilities and the scripting necessary to get these working in a game.

Chapter 7, Controlling Player Animation with Blend Trees, explores more of the advanced features of the Animator panel, defining smooth blending between different animation clips with a limited implementation of scripting.

Chapter 8, Implementing Ragdoll Physics, compares the use of real-world physics with the character controller component and how these can both be implemented in a character setup.

Chapter 9, Controlling Enemy Animation with AI and Triggers, demonstrates how scripted behavior and Unity's navMesh navigation system can be used to control enemy character animations within a game.

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