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Unity Character Animation with Mecanim

You're reading from   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

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Product type Paperback
Published in Sep 2015
Publisher
ISBN-13 9781849696364
Length 290 pages
Edition 1st Edition
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Concepts
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Author (1):
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Jamie Dean Jamie Dean
Author Profile Icon Jamie Dean
Jamie Dean
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Table of Contents (16) Chapters Close

Unity Character Animation with Mecanim
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. The Zombie Attacks! FREE CHAPTER 2. Rigging Characters for Unity in 3ds Max and Maya 3. Interacting with the Environment 4. Working with Motion Capture Data 5. Retargeting Animation 6. Talking Heads 7. Controlling Player Animation with Blend Trees 8. Implementing Ragdoll Physics 9. Controlling Enemy Animation with AI and Triggers Index

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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