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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

Adding a Blend Tree to the player's existing animator controller

We will begin with the player character, which we previously worked with in Chapter 3, Interacting with the Environment:

  1. Open the Chapter7_Start scene in the Unity project.

    The scene contains the FPSController prefab, which already has a character controller, animator controller, and a control script attached.

    We will start by testing the controller setup to determine the modifications we are going to make.

  2. Preview the game by pressing the Play button in the top-center of the unity interface.

When moving from side to side (by pressing the A and S or the cursor keys), there is no apparent change in the animation.

We will improve this in the next few steps by adding strafing animation, which will add some subtle variation to the character animation when the player moves to the left and right.

Adding strafing animation to the player character with a Blend Tree

We will start by implementing the Blend Tree in the animator controller...

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