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Dean J. - Unity Character Animation with Mecanim

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Dean J. Unity Character Animation with Mecanim
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Packt Publishing, 2015. 290 p. ISBN-10: 1849696365, ISBN-13: 978-1-84969-636-4.
Game animation for independent developers has taken a giant leap forward with Unity 5s 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 genrea 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 Mecanims 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.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.Create and export models and animation sequences to Unity from 3ds max and Maya.
Prepare character models and animation for games using Mecanims 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. iPAD Amazon Kindle, PC , Cool Reader (EPUB), Calibre (EPUB, MOBI, AZW3), Adobe Digital Editions (EPUB), FBReader (EPUB, MOBI, AZW3).

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Unity Character Animation with Mecanim

Table of Contents
Unity Character Animation with Mecanim

Unity Character Animation with Mecanim

Copyright 2015 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: September 2015

Production reference: 1230915

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-636-4

www.packtpub.com

Cover image by Suresh Mogre (<>)

Credits

Author

Jamie Dean

Reviewers

Shaad Boochoon

Ashley Egan

Brian Gatt

Adam Ormsby

Acquisition Editor

Aaron Lazar

Content Development Editor

Athira Laji

Technical Editor

Prajakta Mhatre

Copy Editor

Charlotte Carneiro

Project Coordinator

Harshal Ved

Proofreader

Safis Editing

Indexer

Rekha Nair

Production Coordinator

Aparna Bhagat

Cover Work

Aparna Bhagat

About the Author

Jamie Dean is a game artist, developer, instructor, and freelancer, with over 7 years of teaching experience in higher education and developing 3D content for game projects.

About the Reviewers

Shaad Boochoon was born and raised in Trinidad and Tobago. He studied systems engineering at the Southern Alberta Institute of Technology in Calgary, Canada. After working in software development, he decided to enter the video game industry and did visual and creative arts. He is a post-graduate in game level design at Sheridan College in Toronto, Canada. Shaad is currently a lead game designer at Vertical Depth Studios in Toronto.

Ashley Egan is an animation artist living in Chicago, Illinois with her cat, Charlie. She attended Columbia College Chicago and received her bachelors of arts in game design with a specialization in game art. From motion capture to game engines, Ashley strives to learn about different animation software and tools.

I'd like to thank Adam Ormsby, who went on a journey with me into the world of Mecanim, and now I don't want to leave.

Brian Gatt is a software developer who holds a bachelor's degree in computer science and artificial intelligence from the University of Malta and a master's degree in computer games and entertainment from Goldsmiths, University of London. Having initially dabbled with OpenGL at university, he has since developed an interest in graphics programming. In his spare time, he likes to keep up with the latest graphic APIs, native C++ programming, and game development techniques.

Adam Ormsby is a technical game designer currently developing games for PC and mobile platforms using the Unity engine. His main work is designing and implementing gameplay systems, and he has developed a special love for scripting character and environment animation behaviors using Mecanim.

Adam is a member of The MecWarriors, a group of talented developers whose goal is to build time-saving plugins and packages for Mecanim. They write Mecanim tutorials on their blog at www.mecwarriors.com, and they'd love for you to visit.

I'd like to thank Jason Parks for inspiring me to start The MecWarriors group and Ashley Egan for jumping down that rabbit hole with me.

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Preface

In the past few years, Unity has proved itself to be a versatile, user-friendly platform for game production and other interactive applications. With it, developers can rapidly assemble game menus and interfaces, build levels, animate characters, and define how these elements interact with each other.

Compared to other development tools, Unity is artist-friendly, centering on a Scene viewport window and controls that will be familiar to anyone who has worked with 3D software. Like all game engines, it requires scripting to enable any complex functionality, but coding can quickly be tested and adjusted making for a less-frustrating experience for anyone from a non-programming background.

Unity's easy-to-learn drag and drop functionality has endeared it to enthusiasts and professionals alike. Its multiplatform publishing capabilities streamlined the creation of all sorts of games played on PC, Mac, iOS, Android and consoles.

The personal edition of Unity can be downloaded for free, making it suitable for entry-level game developers. The online manual and scripting reference, in addition to the thriving developer community, make it easy to find support and get queries answered.

The addition of Mecanim to Unity gives the independent game developer an even more expansive toolset, making it possible to handle a significant part of the character animation process without the use of additional software. It makes retargeting, retiming, and adjusting existing animations a simple task without the usual problems that accompany importing and exporting data between applications.

The modeling toolset within Unity is extremely limitedprimitive objects such as spheres, cubes, and planes can be assembledbut if it is the actual modeling and texturing of characters and levels that you are most interested in, you will need a general 3D package such as 3ds Max, Maya, or blender. These aspects of building a game are well addressed in other publications.

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