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

Unity Character Animation with Mecanim

Starting
Jamie Dean

2 customer reviews
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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Book Details

ISBN 139781849696364
Paperback290 pages

Book Description

Game animation for independent developers has taken a giant leap forward with Unity 5's Mecanim toolset, which streamlines the import/export, retargeting, and many other aspects of the character animation workflow. Unity Character Animation with Mecanim is a great primer for getting to know the nuts and bolts of Mecanim and other character animation related tools in Unity 5. It offers you step-by-step instructions for preparing and exporting rigged models and animation sequences from commonly used 3D packages, such as Maya, 3ds Max and Blender.

This book explores the new set of animation tools introduced with Mecanim in Unity 5. Approaching its subject matter through a typical genre–a zombie action game, character animation techniques are explored using real examples of player input and interaction, enemy behavior, and other aspects of game dynamics. As the book progresses, the reader will understand how these elements fit together in a small game development workflow.

We will begin with a demonstration of the process of getting a rigged character into Unity 5 and setting it up to use provided animation sequences. We will also consider a few industry standard 3D packages and how these can be used to rig a humanoid character for use in Unity 5. We will demonstrate the retargeting capabilities of Mecanim’s Humanoid Animation type by adjusting motion sequences to fit disparate character types in our game. After this, we will look at Ragdoll physics and the implementation of this commonly used technique in a Mecanim workflow. The book culminates with a thorough dissection of the enemy character AI script incorporating the Mecanim elements detailed in the previous chapters.

Unity Character Animation with Mecanim will provide you with a detailed exploration of the interaction between game development and character animation, and will broaden your understanding of the rich animation toolset within Unity 5.

Table of Contents

Chapter 1: The Zombie Attacks!
Setting up the project
Summary
Chapter 2: Rigging Characters for Unity in 3ds Max and Maya
Understanding the need for rigging
Minimum requirements
Sourcing models
Modeling for animation
Rigging in 3ds Max
Rigging in Maya
Summary
Chapter 3: Interacting with the Environment
Importing the project assets package
Adding and implementing collectable objects
Summary
Chapter 4: Working with Motion Capture Data
Introduction to motion capture sequences and their characteristics
Using a motion capture sequence with a pre-rigged model
Summary
Chapter 5: Retargeting Animation
Loading the scene
Creating five walk variations from two walk cycles
Adding more Avatar masks
Summary
Chapter 6: Talking Heads
Adding the snarl face animation to the female zombie character
Adding code to the zombie_ready script
Updating the animator controller to include the face animation
Implementing the turn animation
Driving a blendshape animation with the animator controller
Summary
Chapter 7: Controlling Player Animation with Blend Trees
Adding a Blend Tree to the player's existing animator controller
Varying the pickup animation with a Blend Tree
Summary
Chapter 8: Implementing Ragdoll Physics
Introduction to joints in Unity
Creating the ragdoll object
Summary
Chapter 9: Controlling Enemy Animation with AI and Triggers
Implementing range detection
Pathfinding and obstacle detection with navMesh
Timing out the zombie's pursuit
Summary

What You Will Learn

  • Learn how to prepare a rigged character model to receive animation within Unity
  • Acquire efficient techniques to refine and optimize motion capture data
  • Retarget animation sequences between different character rigs
  • Discover how to rig a humanoid character and export for use in Unity
  • Script character interaction for a First Person character model
  • Create dynamic animation sequences from scratch using keyframe techniques, in a variety of 3D software packages
  • Learn Project Management in Unity
  • Understand how to set up a complex facial rig for speech
  • Set up Animation Controllers with masked states and blend trees to create seamless and additive animation transitions
  • Construct a ragdoll game object and instantiate it in a game
  • Devise Mecanim animation integration for the player and AI driven animation for enemy characters

Authors

Table of Contents

Chapter 1: The Zombie Attacks!
Setting up the project
Summary
Chapter 2: Rigging Characters for Unity in 3ds Max and Maya
Understanding the need for rigging
Minimum requirements
Sourcing models
Modeling for animation
Rigging in 3ds Max
Rigging in Maya
Summary
Chapter 3: Interacting with the Environment
Importing the project assets package
Adding and implementing collectable objects
Summary
Chapter 4: Working with Motion Capture Data
Introduction to motion capture sequences and their characteristics
Using a motion capture sequence with a pre-rigged model
Summary
Chapter 5: Retargeting Animation
Loading the scene
Creating five walk variations from two walk cycles
Adding more Avatar masks
Summary
Chapter 6: Talking Heads
Adding the snarl face animation to the female zombie character
Adding code to the zombie_ready script
Updating the animator controller to include the face animation
Implementing the turn animation
Driving a blendshape animation with the animator controller
Summary
Chapter 7: Controlling Player Animation with Blend Trees
Adding a Blend Tree to the player's existing animator controller
Varying the pickup animation with a Blend Tree
Summary
Chapter 8: Implementing Ragdoll Physics
Introduction to joints in Unity
Creating the ragdoll object
Summary
Chapter 9: Controlling Enemy Animation with AI and Triggers
Implementing range detection
Pathfinding and obstacle detection with navMesh
Timing out the zombie's pursuit
Summary

Book Details

ISBN 139781849696364
Paperback290 pages
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