Using skinning animation with Animator
So far, we have used what are called static meshes, which are solid three-dimensional models that are not supposed to bend or animate in any way (aside from moving separately, like the doors of a car).
We also have another kind of mesh, called skinned meshes, which are meshes that have the ability to deform based on a skeleton so they can emulate the muscle movements of the human body. We are going to explore how to integrate animated humanoid characters into our project to create enemy and player movements.
In this section, we will examine the following skeletal mesh concepts:
- Understanding skinning
- Importing skinned meshes
- Integration using Animator Controllers
- Using avatar masks
Now that we’ve introduced skinned meshes, let’s delve deeper into how skinning functions and its pivotal role in character animation. Then, we are going to bring animated meshes into our project to finally...