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You're reading from  Unity Character Animation with Mecanim

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Published inSep 2015
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ISBN-139781849696364
Edition1st Edition
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Jamie Dean
Jamie Dean
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Jamie Dean

Jamie Dean is a game artist, instructor, and freelancer, with over seven years of teaching experience in higher education. He is currently focused on developing content for mobile games. Jamie also wrote Unity Character Animation with Mecanim, Packt Publishing, in 2015.
Read more about Jamie Dean

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Driving a blendshape animation with the animator controller


The zombie's face animation is a nice touch, to make it clear to the player that something is happening in the game. The effect is quite subtle; due to the limited number of face bones that we can retarget in the Humanoid rig type, we are not able to get a full range of expression across in the zombie's face.

One way to get around this is to use a different kind of animation. Blendshape or Morph Target animation types do not use bones or joints to deform the model, but use a second, altered version of the mesh. Blendshape animation sequences can be driven in the animator the same way that skeletal animation can.

Blendshape animation sequences are usually unique to a model. They are created by making a copy of the whole or part of a mesh and then moving, scaling, and rotating vertices to change the shape—creating a facial expression or some other kind of deformation.

After the blendshape has been linked to the model, it can be exported...

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Unity Character Animation with Mecanim
Published in: Sep 2015Publisher: ISBN-13: 9781849696364

Author (1)

author image
Jamie Dean

Jamie Dean is a game artist, instructor, and freelancer, with over seven years of teaching experience in higher education. He is currently focused on developing content for mobile games. Jamie also wrote Unity Character Animation with Mecanim, Packt Publishing, in 2015.
Read more about Jamie Dean