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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

Chapter 6. Talking Heads

In this chapter, we will demonstrate the implementation of basic facial animation with Mecanim. Mecanim's Humanoid animation type has a small predefined set of bones that will accommodate face animation. This can be layered within the animator controller, effectively separating body and face animation to be triggered under different conditions.

There are several valid reasons due to which we may want to separate out face and body animations—we want the player to be given a sign that the enemy has spotted them. We do not have a way of determining what state the enemy character is in when they spot the player. We do not want them to immediately attack, however, we want to give the player an opportunity to react before the enemy. After all, the enemy is a slow moving zombie.

In this chapter, you will be:

  • Preparing conditions in the scene to allow a triggered response
  • Updating the zombie's script to allow it to target and move toward the player...
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