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Unity animation essentials : bring your characters to life with the latest features of Unity and Mecanim /

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 o...

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Bibliographic Details
Call Number:Libro Electrónico
Main Author: Thorn, Alan (Author)
Format: Electronic eBook
Language:Inglés
Published: Birmingham, UK : Packt Publishing, 2015.
Series:Community experience distilled.
Subjects:
Online Access:Texto completo
Table of Contents:
  • 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
  • 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
  • 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
  • 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