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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

Loading the scene

This time, the starting scene has been prepared. It includes a basic environment, lighting and the zombie_f prefab already set up to work with Mecanim.

In the Unity project, open the scene Chapter5_Start. The scene will load. The female zombie already has an Avatar, and has an animator component attached to it, containing a single, idling animation unique to the character.

The zombie_f prefab also has a short script, which is set up ready to play the idle and walk sequences:

Loading the scene

Adding and previewing the animation

At this point we will add one of the walk sequences to the zombie's animator controller:

  1. Click the Animator tab to view the character's animator controller.
  2. In the Animator window, click the Walk state to view its parameters in the Inspector panel.
  3. In the Project panel, click the PACKT_Animations folder to view its contents in the Assets panel.
  4. Locate the zombie_walk asset and click the small arrow to the right of its icon to view its contents.
  5. Drag zWalk01 from...
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