Unity 5.x Animation Cookbook

A recipe-based guide to give you practical information on Unity 5.x animation techniques and tools

Unity 5.x Animation Cookbook

Cookbook
Maciej Szcześnik

4 customer reviews
A recipe-based guide to give you practical information on Unity 5.x animation techniques and tools
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Book Details

ISBN 139781785883910
Paperback328 pages

Book Description

This recipe-based practical guide will show you how to unleash the power of animation in Unity 5.x and make your games visually impeccable. Our primary focus is on showing you tools and techniques to animate not only humanoid biped characters, but also other elements. This includes non-humanoid character animation, game world creation, UI element animation, and other key features such as opening doors, changing lights, transitioning to different scenes, using physics, setting up ragdolls, creating destructible objects and more.

While discussing these topics, the book will focus on mecanim, the Unity 3D animation tool, and how you can use it to perform all these tasks efficiently and quickly. It contains a downloadable Unity project with interactive examples for all the recipes. By the end of this book, you will be confident and self-sufficient in animating your Unity 3D games efficiently.

Table of Contents

Chapter 1: Working with Animations
Introduction
Importing skeletal animations
Configuring generic and humanoid rigs
Creating and assigning an Animator Controller
Creating animation transitions in Animator Controller
Using parameters to control the animation flow
Using animations from multiple assets
Looping, mirroring and offsetting the animations
Adjusting the playback speed of animations
Using override animator controllers to animate different types of characters
Importing object animation from a 3D package
Chapter 2: Working with the Animation View
Introduction
Using the Animation View to create a flickering light
Blending light colors with the Animation View and the Animator Controller
Animating an object's world position - creating a moving platform
Animating object's local position - creating automatic doors
Using the Hierarchy to animate local rotation - creating an orbiting planet
Animating triggers - creating a death trap
Creating an elevator triggered by player input
Chapter 3: 2D and User Interface Animation
Introduction
Exporting a 2D sprite animation from a 3D package
Creating a frame-by-frame sprite animation with the Animation View
Creating a 2D sprite doll animation with the Animation View
Using the Animator Controller to play sprite animations
Creating a fade out - fade in transition with the Animation View
Creating a swipe transition with the Animation View
Using filled images for creating animated progress bars
Using Mecanim states for animating UI button states
Chapter 4: Character Movement
Introduction
Using Blend Trees to blend walk and run animations
Using root motion to drive Rigid Body characters' movement with animations
Using root motion to steer a character
Using animations for better looking transitions
Using root motion for a 180 degrees turn
Making a character jump with 3-phase animation
Using root motion to drive a NavMesh Agents' movement with animations
Using triggers to grab an edge while jumping
Chapter 5: Character Actions and Expressions
Introduction
Creating an appear or a disappear animation
Creating background characters and critters with animation-driven behavior
Using Blend Trees to create randomized actions
Using Quaternion.LookRotation() and Animator.SetLookAtPosition() methods to make characters follow an object with their gaze
Action Points - performing an action in a specified spot
Synchronizing an animation with objects in the scene
Using IK for interacting with scene objects
Animating facial expressions with Blend Shapes
Chapter 6: Handling Combat
Introduction
Using Sub-State Machines in Animator Controller
Using Animation Events to trigger script functions
Using transitions from Any State to play hit reactions
Using root motion to create a dodge move
Checking what Animator state is currently active to disable or enable player actions
Using Animation Events to draw a weapon
Using Avatar Masks and animator controller layers to walk and aim
Using the LookAt() method to aim
Using Blend Trees to aim
Detecting the hit location on a character
Chapter 7: Special Effects
Introduction
Using Animation Events to trigger sound and visual effects
Creating camera shakes with the Animation View and the Animator Controller
Using the Animation View to animate public script variables
Using additive Mecanim layers to add extra motion to a character
Using Blend Shapes to morph an object into another one
Using wind emitters to create motion for foliage and particle systems
Using sprite sheets to animate particles
Animating properties of a particle system with the Animation View
Using waveform of a sound clip to animate objects in the scene
Creating a day and night cycle with the Animation View
Chapter 8: Animating Cutscenes
Introduction
Using the Animation View to animate the camera
Changing cameras with animation
Synchronizing animation of multiple objects
Importing a whole cutscene from a 3D package
Synchronizing subtitles
Using root motion to play cutscenes in gameplay
Chapter 9: Physics and Animations
Introduction
Using cloth
Using rigid body joints
Destructible objects
Creating a humanoid ragdoll with the ragdoll wizard
Creating a generic ragdoll with character joints
Applying force to a ragdoll
Dismemberment
Getting up from a ragdoll
Chapter 10: Miscellaneous
Introduction
Using math to animate an object
Using the Lerp() function to animate an object
Using the Rotate() function to animate an object
Preparing motion capture files for humanoid characters
Adding behaviors to Mecanim states

What You Will Learn

  • Importing animations to Unity
  • Work with different animation assets and components
  • Create, visualize, and edit animated creatures
  • Animating game cut scenes
  • Design character actions and expressions
  • Create gameplay by animating characters and environments
  • Use animations to drive in-game logic

Authors

Table of Contents

Chapter 1: Working with Animations
Introduction
Importing skeletal animations
Configuring generic and humanoid rigs
Creating and assigning an Animator Controller
Creating animation transitions in Animator Controller
Using parameters to control the animation flow
Using animations from multiple assets
Looping, mirroring and offsetting the animations
Adjusting the playback speed of animations
Using override animator controllers to animate different types of characters
Importing object animation from a 3D package
Chapter 2: Working with the Animation View
Introduction
Using the Animation View to create a flickering light
Blending light colors with the Animation View and the Animator Controller
Animating an object's world position - creating a moving platform
Animating object's local position - creating automatic doors
Using the Hierarchy to animate local rotation - creating an orbiting planet
Animating triggers - creating a death trap
Creating an elevator triggered by player input
Chapter 3: 2D and User Interface Animation
Introduction
Exporting a 2D sprite animation from a 3D package
Creating a frame-by-frame sprite animation with the Animation View
Creating a 2D sprite doll animation with the Animation View
Using the Animator Controller to play sprite animations
Creating a fade out - fade in transition with the Animation View
Creating a swipe transition with the Animation View
Using filled images for creating animated progress bars
Using Mecanim states for animating UI button states
Chapter 4: Character Movement
Introduction
Using Blend Trees to blend walk and run animations
Using root motion to drive Rigid Body characters' movement with animations
Using root motion to steer a character
Using animations for better looking transitions
Using root motion for a 180 degrees turn
Making a character jump with 3-phase animation
Using root motion to drive a NavMesh Agents' movement with animations
Using triggers to grab an edge while jumping
Chapter 5: Character Actions and Expressions
Introduction
Creating an appear or a disappear animation
Creating background characters and critters with animation-driven behavior
Using Blend Trees to create randomized actions
Using Quaternion.LookRotation() and Animator.SetLookAtPosition() methods to make characters follow an object with their gaze
Action Points - performing an action in a specified spot
Synchronizing an animation with objects in the scene
Using IK for interacting with scene objects
Animating facial expressions with Blend Shapes
Chapter 6: Handling Combat
Introduction
Using Sub-State Machines in Animator Controller
Using Animation Events to trigger script functions
Using transitions from Any State to play hit reactions
Using root motion to create a dodge move
Checking what Animator state is currently active to disable or enable player actions
Using Animation Events to draw a weapon
Using Avatar Masks and animator controller layers to walk and aim
Using the LookAt() method to aim
Using Blend Trees to aim
Detecting the hit location on a character
Chapter 7: Special Effects
Introduction
Using Animation Events to trigger sound and visual effects
Creating camera shakes with the Animation View and the Animator Controller
Using the Animation View to animate public script variables
Using additive Mecanim layers to add extra motion to a character
Using Blend Shapes to morph an object into another one
Using wind emitters to create motion for foliage and particle systems
Using sprite sheets to animate particles
Animating properties of a particle system with the Animation View
Using waveform of a sound clip to animate objects in the scene
Creating a day and night cycle with the Animation View
Chapter 8: Animating Cutscenes
Introduction
Using the Animation View to animate the camera
Changing cameras with animation
Synchronizing animation of multiple objects
Importing a whole cutscene from a 3D package
Synchronizing subtitles
Using root motion to play cutscenes in gameplay
Chapter 9: Physics and Animations
Introduction
Using cloth
Using rigid body joints
Destructible objects
Creating a humanoid ragdoll with the ragdoll wizard
Creating a generic ragdoll with character joints
Applying force to a ragdoll
Dismemberment
Getting up from a ragdoll
Chapter 10: Miscellaneous
Introduction
Using math to animate an object
Using the Lerp() function to animate an object
Using the Rotate() function to animate an object
Preparing motion capture files for humanoid characters
Adding behaviors to Mecanim states

Book Details

ISBN 139781785883910
Paperback328 pages
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