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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 explored character rigging techniques in 3ds Max and Maya.

Starting with the creation of skeletons and the arrangement of bones (or joints) to fit a modeled character mesh, we explored the crucial relationship between the character and its skeleton.

In 3ds Max, we adapted a Biped rig to fit our female zombie character by scaling and rotating the default joints to fit the character's initial pose. We then used the skin modifier to connect the rig to the character model, fine tuning the envelope settings to correct the range of influence from each bone until the character deformed smoothly in the test pose that we created.

Working in Maya, we created a full hierarchy of joints from scratch, by assembling individual chains of joints for the spine, leg, and arm. We implemented workable naming conventions, before mirroring our joint chains to complete the main skeleton. After adding additional joints for the ponytail and jaw, we used smooth bind to define the relationship...

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Unity Character Animation with Mecanim
Published in: Sep 2015
Publisher:
ISBN-13: 9781849696364
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