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. 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 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. 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 key frame 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 In Detail Game animation for independent developers has taken a giant leap forward with Unity's Mecanim toolset, which streamlines the import/export, retargeting, and many other aspects of the
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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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