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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

Modeling for animation

Though an explanation of the full modeling process is beyond the scope of this book, there are a few considerations that you need to be aware of if you have a model that you want to rig for use in Unity:

  • Polycount: Think about how many times the model is likely to be shown on screen and how big it will be. Typically, characters that are only present in the background or those that are repeated multiple times, would contain less polygons to free up system resources, and maintain a consistent frame rate. The polycount is the amount of triangles, which the character is made up of. This can often be kept to a minimum by deleting unseen parts of a model and reducing the complexity of less important areas.
  • Mesh density: In order to maintain the semblance of a smooth, continuous surface, modelers often organize their character's topology by the direction and flow of edges. A ring of edges is called an Edge Loop. Typically, more edge loops will be necessary on the parts...
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Unity Character Animation with Mecanim
Published in: Sep 2015
Publisher:
ISBN-13: 9781849696364
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