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Unity 5.x Cookbook

You're reading from   Unity 5.x Cookbook More than 100 solutions to build amazing 2D and 3D games with Unity

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Product type Paperback
Published in Oct 2015
Publisher Packt
ISBN-13 9781784391362
Length 570 pages
Edition 1st Edition
Languages
Tools
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Toc

Table of Contents (14) Chapters Close

Preface 1. Core UI – Messages, Menus, Scores, and Timers FREE CHAPTER 2. Inventory GUIs 3. 2D Animation 4. Creating Maps and Materials 5. Using Cameras 6. Lights and Effects 7. Controlling 3D Animations 8. Positions, Movement and Navigation for Character GameObjects 9. Playing and Manipulating Sounds 10. Working with External Resource Files and Devices 11. Improving Games with Extra Features and Optimization 12. Editor Extensions Index

Configuring a character's Avatar and idle animation


A feature that makes Mecanim so flexible and powerful is the ability of quickly reassigning animation clips from one character to another. This is made possible through the use of Avatars, which are basically a layer between your character's original rig and the Unity's Animator system.

In this recipe, we will learn how to configure an Avatar skeleton on a rigged character.

Getting ready

For this recipe, you will need the MsLaser@T-Pose.fbx and Swat@rifle_aiming_idle.fbx files, which are contained inside the 1362_07_code/character_and_clips/ folder.

How to do it...

To configure an Avatar skeleton, follow these steps:

  1. Import the MsLaser@T-Pose.fbx and Swat@rifle_aiming_idle.fbx files to your project.

  2. Select from the Project view, the MsLaser@T-Pose model.

  3. In the Inspector view, under MsLaser@T-Pose Import Settings, activate the Rig section. Change Animation Type to Humanoid. Then, leave Avatar Definition as Create From this Model. Finally, click...

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