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|a UAMI
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|a Thorn, Alan,
|e author.
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245 |
1 |
0 |
|a Unity animation essentials :
|b bring your characters to life with the latest features of Unity and Mecanim /
|c Alan Thorn.
|
264 |
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1 |
|a Birmingham, UK :
|b Packt Publishing,
|c 2015.
|
300 |
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|a 1 online resource (1 volume) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
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|a Community experience distilled
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588 |
0 |
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|a Online resource; title from cover (Safari, viewed July 6, 2015).
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500 |
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|a Includes index.
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505 |
0 |
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|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Animation Fundamentals; Understanding animation; Frames; Key frames; Animation types; Rigid body animation; Rigged or bone-based animation; Sprite animation; Physics-based animation; Morph animation; Video animation; Particle animation; Programmatic animation; Animating through code -- making things move; Consistent animation -- speed, time, and deltaTime; Movement in a direction; Coding tweens with animation curves; Rotating towards objects -- animation with coroutines
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505 |
8 |
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|a Material and mapping animationCamera shaking -- animation effects; Summary; Chapter 2: Sprite Animation; Sprites -- importing and configuration; Individual sprites; The sprite atlas; Animation with sprites; Sprite animation is too slow or too fast; Animation shouldn't be looping; Frames play in the wrong order; Summary; Chapter 3: Native Animation; The Animation window -- creating a fly-through; Animating multiple objects together; Invoking functions from animations; Particle systems; Starting a fire-fly particle system; The Particle System's global properties; Emitter shape and emission rate
|
505 |
8 |
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|a Particle RendererParticle velocity; Particle color and disappearance; Summary; Chapter 4: Noncharacter Animation with Mecanim; Preparing a scene with the prototyping assets; Creating animations for the button and door; Getting started with Mecanim; Mecanim transitions and parameters; Creating a door-open Mecanim graph; Creating scene interactions; Summary; Chapter 5: Character Animation Fundamentals; Creating rigged characters; Importing rigged characters; Avatars and retargeting; Retargeting animations; Root motion; Fixing motion offsets; Summary; Chapter 6: Advanced Character Animation
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505 |
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|a Creating a controllable characterBlend Trees; Dimensions; Mapping floats; Preparing to script with Blend Tree animations; Scripting with Mecanim Blend Trees; Testing Mecanim Blend Trees; Summary; Chapter 7: Blend Shapes, IK, and Movie Textures; Blend shapes; Inverse Kinematics; Movie textures; Summary; Index
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520 |
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|a This book is targeted at hobbyists, students, and game development professionals familiar with the Unity basics, looking to extend their skills and knowledge in the field of real-time game animation. You will need to be familiar with level design and basic scripting in C# and have a good knowledge of game development.
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546 |
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|a English.
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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|a Unity (Electronic resource)
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|a Video games
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|a Computer animation.
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650 |
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|a Jeux vidéo
|x Conception.
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|a Animation par ordinateur.
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|a computer animation.
|2 aat
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|
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|a GAMES
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|2 bisacsh
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7 |
|a Computer animation
|2 fast
|
650 |
|
7 |
|a Video games
|x Design
|2 fast
|
776 |
0 |
8 |
|i Print version:
|a Thorn, Alan.
|t Unity animation essentials : bring your characters to life with the latest features of Unity and Mecanim.
|d Birmingham, England : Packt Publishing, ©2015
|h x, 177 pages
|k Community experience distilled.
|z 9781782174813
|
830 |
|
0 |
|a Community experience distilled.
|
856 |
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|a Askews and Holts Library Services
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