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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

Using a motion capture sequence with a pre-rigged model

To demonstrate the use of motion capture data in Mecanim we will continue with the male zombie character that we worked with in Chapter 1, The Zombie Attacks!.

Getting started

We will begin this demonstration with the basic scene we assembled in the first chapter.

  1. Open the scene by navidating to File | Open Scene.
  2. In the scene file dialog that opens up, select Chapter4_Start from the PACKT_Scenes folder.

    The scene contains our zombie_m character and a ground plane, and is lit with the default directional light and skybox.

    The character already has an animator controller attached to it, though it only has the idle and attack animation sequences that we added in Chapter 1, The Zombie Attacks!.

  3. Move the default camera to a position where it clearly shows the zombie_m character and the extent of the groundPlane in front of it:
    Getting started

Setting up the scene in this way will make it easier to clearly see our motion sequences.

Importing the motion capture...

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