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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

Summary

In this chapter, we demonstrated key animation retargeting using some of the more advanced settings within Mecanim.

We started by demonstrating some of the adjustments that can be made to an animation clip using the import settings.

Next, we looked at the Muscle tab, showing the limits that can be adjusted to adapt animation sequences to different character types.

We introduced the Avatar Body Mask as a technique to correct and combine different animations and make them more appropriate for individual characters.

Finally, we used this process to add variety to our male zombie character model by creating composite walk cycles from the two sequences created from motion capture data in Chapter 4, Working with Motion Capture Data.

In the next chapter, we will take a closer look at Mecanim's support for facial animation, and how a simple face motion clip can be used with audio to create a dramatic moment in our game.

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