Unity Character Animation with Mecanim by Jamie Dean, PDF 1849696365

Unity Character Animation with Mecanim

  • Title: Unity Character Animation with Mecanim
  • Autor: Jamie Dean
  • Publisher (Publication Date): Packt Publishing – ebooks Account (September 29, 2015)
  • Language: English
  • ISBN-10: | 1849696365
  • ISBN-13: | 978-1849696364
  • File Format: EPUB, PDF

 

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 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.

What You Will Learn

  • 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 it for use in Unity
  • Create dynamic animation sequences from scratch, using keyframe techniques, in two industry standard 3D software packages
  • Understand how to set up a complex facial rig for speech
  • Construct a ragdoll game object and instantiate it in a game
  • Devise Mecanim animation integration for player and AI-driven animation for enemy characters
  • Develop command-line applications and explore the key data structures and libraries

In Detail

Game animation for independent developers has taken a giant leap forward with Unity’s Mecanim toolset, which streamlines 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. This book explores the new set of animation tools introduced to Unity with Mecanim, to replace the older animation component-based system in Unity, which relied heavily on scripting to determine animation sequencing.

This book 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.

About the Author

Jamie Dean 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.

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Comments:

I read this book from a developer’s point of view. When developing a game project I tend to use developer art, which usually lacks the polish of assets created by game artists. This book provides the additional guidance I need to add the professional polish to the games I am working on, especially for 3D animated games using Unity. The book uses a game “Zombie Attacks” to demonstrate many 3D animation techniques that as a developer I was not familiar with. The author demonstrates rigging characters for Unity in 3dsMax and Maya which I have never done before but going through the examples provided a good bases for future development. From start to finish the book demonstrates using Unity to build a complete first person shooter game using sophisticated animation techniques and putting it all together into a Unity scene with scripts to control the AI of the game The chapter on using motion sequences was interesting since these bring your characters to life with realistic movements. I also enjoyed the chapter on Ragdoll Physics, that demonstrate how to apply physics to the zombie characters. The sample project the comes with this book (downloaded from the Publisher) provides a good basis for starting a first person shooter and the book provides the information on who it is all put together making it easy to make modifications.
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The book does a great job of explaining the character creating and animation with Unity engine. Starting with rigging in 3ds Max and Maya, re-targeting and controlling player animation, offering some insights of AI, this is a solid book on creating games with Unity.


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