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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
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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

Animating the Scenery

Finally, we're going to add some more motion and life to our level. We'll take the two blast doors we created and animated in Blender and get those working in Unity, and we will learn how to trigger the prism bridge we created with ProBuilder and animated with Timeline.

Animating the Blast doors

You'll remember we have two types of blast doors, which I will cleverly call door1 and door2. Each has its own embedded animations, which we defined back in Chapter 7, Prep Work: Materials, Grids, and Snapping. Let's extract their open animations the same way we did with the Mixamo characters. Here's how:

  1. In your Models folder, select the door1.fbx file and twirl it open. Select the open animation you created in Chapter 7, Prep Work: Materials, Grids, and Snapping (animations have the little triangle icon; refer to Fig 13.9). Now, duplicate it with Ctrl / Command + D. For clarity, rename it door1open.
  2. Repeat the process for door2...
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