Summary
In this chapter, we covered a large amount of character information. We went through design, modeling and rigging, character controllers, rigid bodies, working in Unity, and scripting a movement controller.
Design will always be boiled down to the question of “why?” You should’ve taken away from this chapter that the why of your character and their motivations will help secure a unique character that can be relatable. Modeling and rigging are heavily dependent on the type of modeling you will need to do. We went over some key methods to help guide your modeling to think of animation first. This also applies to rigging. Animation will be the final stage, and the easier it is to properly animate, the easier you and your players will find a better overall experience. Animations tend to be continually worked on until very close to release. Take the design of the rig seriously, as making changes after animations start could end up requiring a remake of...