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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

Updating the animator controller to include the face animation


In the previous chapter, we created masks for various parts of the body to add variation to our stock animation sequences. The animator controller connected to the zombie in our current scene is set up the same way, there are just a few changes that need to be made:

  1. Click on the zombie_f game object in the Hierarchy panel to select it.

  2. Click on the Animator tab in the top center of the Unity interface to switch to the Animator panel.

  3. In the top left of the Animator panel, click on the Layers tab to activate it.

The zombie's animator controller consists of a base layer containing two states: Idle and Walk. We need to create a new layer for the face animation:

  1. In the top left of the Animator panel, click on the + symbol in the Layers tab to create a new layer.

  2. Rename the layer Face.

  3. Set the layer's Weight field to 1.

  4. In the new Face layer, click on the radio button next to the Mask field and select z_Head from the list.

  5. Leave the Blending...

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