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Mind-Melding Unity and Blender for 3D Game Development

You're reading from   Mind-Melding Unity and Blender for 3D Game Development Unleash the power of Unity and Blender to create amazing games

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Product type Paperback
Published in Dec 2021
Publisher Packt
ISBN-13 9781801071550
Length 460 pages
Edition 1st Edition
Languages
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Author (1):
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Spencer Grey Spencer Grey
Author Profile Icon Spencer Grey
Spencer Grey
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Table of Contents (19) Chapters Close

Preface 1. Section 1: There and Back Again – An Asset Roundtrip with Unity and Blender
2. Chapter 1: Melding Unity and Blender FREE CHAPTER 3. Chapter 2: Gathering Our Resources 4. Chapter 3: Entering the Blender Zone for the First Time 5. Chapter 4: Asset Assimilation: Returning to Unity 6. Section 2: The Right Stuff: Scenery, Props, and Characters
7. Chapter 5: On the Level: Making Modular Scenery 8. Chapter 6: Living It Up: Adding Fun with Animation 9. Chapter 7: Prep Work: Materials, Grids, and Snapping 10. Chapter 8: Laying Out the Level 11. Chapter 9: Secret Weapon #1: Deploying ProBuilder 12. Chapter 10: Secret Weapon #2: Animating with Timeline 13. Chapter 11: We Could Be Heroes: Blender Character Modeling 14. Chapter 12: It Was Rigged!: Character Rigging 15. Section 3: Assets Assemble! Putting It All Together
16. Chapter 13: Animation and Movement In-Game 17. Chapter 14: Endgame: Adding Spit and Polish 18. Other Books You May Enjoy

Summary

So many secret weapons, so little time.

In this chapter, we learned what Timeline is and when it may be the best choice for what you want to animate/sequence. We also took a super-brief look at all the different types of tracks that Timeline supports: Animation, Audio, Signal, and others. The point of this was to give a taste that Timeline is a very powerful system, and we are just scratching the surface of what it can do.

Next, we unleashed Timeline on our minigame level. We took an object that we created with ProBuilder in the previous chapter and individually animated instances of it to create a cool bridge unfolding effect that can be the result of the player solving a puzzle, blasting the right thing, or whatever you decide.

We'll investigate triggering Timelines further down the, er, line.

Coming up next: our triumphant return to Blender! This will be the most complex thing we've tackled yet. We're going to model the tough-as-nails Space Marine...

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