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Unity Character Animation with Mecanim

You're reading from   Unity Character Animation with Mecanim A detailed guide to the complex new animation tools in Unity, packed with clear instructions and illustrated with original content in the context of a next generation zombie apocalypse adventure game

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Product type Paperback
Published in Sep 2015
Publisher
ISBN-13 9781849696364
Length 290 pages
Edition 1st Edition
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Author (1):
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Jamie Dean Jamie Dean
Author Profile Icon Jamie Dean
Jamie Dean
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Table of Contents (11) Chapters Close

Preface 1. The Zombie Attacks! 2. Rigging Characters for Unity in 3ds Max and Maya FREE CHAPTER 3. Interacting with the Environment 4. Working with Motion Capture Data 5. Retargeting Animation 6. Talking Heads 7. Controlling Player Animation with Blend Trees 8. Implementing Ragdoll Physics 9. Controlling Enemy Animation with AI and Triggers Index

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...

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