Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Sep 2015
Publisher
ISBN-13 9781849696364
Length 290 pages
Edition 1st Edition
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Jamie Dean Jamie Dean
Author Profile Icon Jamie Dean
Jamie Dean
Arrow right icon
View More author details
Toc

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 5. Retargeting Animation

In Chapter 4, Working with Motion Capture Data, we used Mecanim to create two unique walk cycles from an imported motion capture file. This chapter will demonstrate how motion sequences such as these can be reused for different characters.

Mecanim's robust animation toolset allows users to reuse animation sequences in different characters. Provided that both characters use the Humanoid animation type (specified in the Import settings), a great deal of variation within skeletons is possible. Mecanim will identify and convert animation sequences based on the bone's position in the skeletal hierarchy, eliminating the necessity of identical (and identically named) rigs.

If you are creating animation sequences from scratch using traditional keyframe animation techniques, it does not take much extra time to animate extra bones, such as ponytails and accessories in a character's rig. However, when it becomes necessary to use pre-made animations...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image