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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 / Jamie Dean.

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Format:
Book
Author/Creator:
Dean, Jamie, author.
Series:
Community experience distilled.
Community experience distilled
Language:
English
Subjects (All):
Unity (Electronic resource).
Computer animation.
Video games--Programming.
Video games.
Video games--Design.
Three-dimensional display systems.
Physical Description:
1 online resource (290 p.)
Edition:
1st ed.
Place of Publication:
Birmingham [United Kingdom] : Packt Publishing, 2015.
Biography/History:
Dean Jamie: 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.
Summary:
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 About This Book Create and export models and animation sequences to Unity from 3ds max and Maya Prepare character models and animation for games using Mecanim's rigging tools Retarget, adjust, and mix and match motion capture and other animation data Write and edit scripts compatible with Mecanim Animation Controllers Who This Book Is For If you are a Unity developer looking to get to grips with the character animation specific tools, a 3D software user who is new to Unity, or a beginner game developer who is interested in character animation and interaction, this book is ideal for you. Some experience with either the Unity interface or basic 3D coordinates is recommended, but not required. 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 In Detail Game animation for independent developers has taken a giant leap forward with Unity'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. 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. 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 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. 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. Style and approach A comprehensive guide, featuring step- by- step practical tutorials using sample assets, showing you how to build fully controllable characters and non-player characters/enemies."
Contents:
Cover
Copyright
Credits
About the Author
About the Reviewers
www.PacktPub.com
Table of Contents
Preface
Chapter 1: The Zombie Attacks!
Setting up the project
Importing our enemy
Organizing the material and textures
Adjusting the import scale
Adjusting the rig import settings and creating the Avatar
Setting up the animator controller
Creating states
Creating a parameter
Adding transitions
Writing the script
Adjusting the scene elements to preview the animation
Previewing the hit animation in the game view
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
Setting up the scene
Importing the character model
Creating the Biped system
Adjusting the Biped's parameters
Adjusting the Biped to fit the character
Switching to X-ray mode and freezing the character mesh
Adjusting limb positions
Renaming bones
Copying and pasting the position, rotation, and scale data from one side to the other
Skinning the character using the skin modifier
Creating a selection set
Saving the default pose
Creating the test pose
Making adjustments to the Skin modifier
Exporting the rigged character
Rigging in Maya
Setting up Maya to rig our character model
Setting system units to meters
Changing the display grid size
Importing the model
Adjusting the model scale
Adjusting the viewport display and toolset for joint creation
Creating joints for the back, neck, and head
Renaming and repositioning the joints
Creating the leg joints
Creating the arm joints
Cloning the finger joints
Mirroring joints for the leg and arm chains
Connecting the arm and leg chains.
Creating the ponytail and jaw joints
Aligning joint transforms
Creating a test pose
Binding the character mesh to the skeleton
Painting skin weights
Exporting for unity
Chapter 3: Interacting with the Environment
Importing the project assets package
Setting up the player character
Creating a new scene
Adding the player character model to the scene
Adding the character controller
Adjusting the camera height
Adding the shoot idle animation
Adding and parenting the gun
Saving the first-person rig as a prefab
Adding the office-level scene
Completing the camera setup
Modifying the animator controller
Setting the transition
Writing and implementing the character animation script
Adding the initial code to the FPSAnimation script
Adding the script to the player character game object
Adding and implementing collectable objects
Instantiating the lunchBox collectable in the game level
Inspecting the lunchBox collectable's components
Setting up the player character's response
Adding the Pickup state to the animator controller
Creating the pickup camera
Finalizing the pickup camera prefab
Looking at the player status script
Updating the Collectable script
Updating the FPSAnimation script
Modifying the pickup script
Testing the lunchBox collectable
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
Getting started
Importing the motion capture sequence
Adjusting the import settings
Adjusting the sequence in the Animations tab
Creating the second walk cycle
Adding the new motion clips to the animation controller
Creating a script to see both animation loops in action
Summary.
Chapter 5: Retargeting Animation
Loading the scene
Adding and previewing the animation
Adjusting import settings to get a better fit
Creating a duplicate walk cycle
Adjusting the motion parameters
Adjusting the muscle limits
Working with Avatar Body Masks
Opening the new scene
Creating a second layer in the animator controller
Creating states in the mask layer
Setting the parameter and transitions in the mask layer
Editing the script
Previewing the masked animation
Creating five walk variations from two walk cycles
Adding more Avatar masks
Chapter 6: Talking Heads
Adding the snarl face animation to the female zombie character
Setting the scene in Unity
Adding code to the zombie_ready script
Adding the TurnToPlayer function
Connecting the variables in the Inspector panel
Updating the animator controller to include the face animation
Adding the Snarl state
Creating a Null state
Setting transitions between the Null and Snarl states
Creating the IsSnarling parameter
Editing the script to include the Face layer
Smoothing the zombie's turn rotation
Implementing the turn animation
Adding the turning state
Setting up the IsTurning parameter
Creating the transitions to connect the turning state
Setting the transitions for the Turn state
Updating the zombie_ready script to accommodate the Turn state
Driving a blendshape animation with the animator controller
Viewing the blendshape in Unity
Keyframing the face blendshape
Updating the animator to handle the blendshape animation
Chapter 7: Controlling Player Animation with Blend Trees
Adding a Blend Tree to the player's existing animator controller
Adding strafing animation to the player character with a Blend Tree
Using Blend Tree properties.
Adding the motion clips to the Blend Tree
Adding and adjusting the Blend Tree parameters and thresholds
Updating the character script to use the Blend Tree
Testing the Blend Tree in the Game View
Varying the pickup animation with a Blend Tree
Viewing the pickup_heavy animation sequence
Creating a Blend Tree in the Pickup state
Setting the pickup Blend Tree parameter
Setting the threshold for the pickup Blend Tree
Editing the character animation script to accommodate the pickup Blend Tree
Updating the Collectable script to include a weight variable
Sending the objectWeight variable
Updating the Pick function in the character animation script
Testing the blended animation in the game
Instancing the collectable prefabs
Previewing the blended animation
Chapter 8: Implementing Ragdoll Physics
Introduction to joints in Unity
Creating a test scene
Adding a hinge joint
Creating the ragdoll object
Assigning the material
Generating the initial ragdoll
Adjusting collision objects
Fine-tuning the character joints
Adjusting the rotational limits of the head
Adding a custom joint to the ragdoll
Saving the ragdoll as a prefab
Chapter 9: Controlling Enemy Animation with AI and Triggers
Implementing range detection
Looking at the scene
Adding the initial AI script
Adding proximity detection to the enemy AI script
Setting up the patrol behavior
Adding variables for the patrol
Adding the initial patrol point code to the update function
Defining patrol points
Modifying the animator
Adding and accessing an animation curve
Accessing the animation curve in Mecanim and using it in the script
Adding the attack
Adding the Attack state
Associating tags with the enemy and player game objects.
Allowing the zombie to hurt the player
Damaging and killing the zombie
Allowing the player to fire
Pathfinding and obstacle detection with navMesh
Suspending navigation during the turn
Adjusting navigation during the attack
Modifying the Attack function
Timing out the zombie's pursuit
Index.
Notes:
Includes index.
Description based on online resource; title from PDF title page (ebrary, viewed December 31, 2015).
ISBN:
9781849696371
1849696373

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