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Unity 4.3 Essential Training
Illustration by Mark Todd

Importing skinned meshes


From:

Unity 4.3 Essential Training

with Adam Crespi

Video: Importing skinned meshes

A major new feature in recent releases of unity is the Mecanim Animation's System. The middle Emma raises her hand, and then pauses, and then will look over, stop, and look back.
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  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps
      49s

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Unity 4.3 Essential Training
6h 49m Beginner Mar 10, 2014

Viewers: in countries Watching now:

Interested in game making? Start in Unity—a game engine for mobile and desktop games and real-time simulations. Author Adam Crespi shows techniques used in game development with Unity and introduces the basics of scripting and game functionality. First, learn how to import models and textures, organize your project and hierarchies, and add terrain, water, and foliage. Next, Adam explores how to use lighting to bring the game to life, and add rendering, particles, and interactivity. The end result is a sample game with a lush environment, fully animated characters, and some basic interactive gameplay.

Topics include:
  • Designing the game
  • Creating and transforming objects
  • Importing and configuring models and textures
  • Setting properties in the Inspector
  • Creating the terrain geometry
  • Building materials and adding shaders
  • Creating GameObjects
  • Exploring physics
  • Animating objects
  • Lighting the scene
  • Creating 2D game elements
  • Adding special effects
Subjects:
3D + Animation Developer Games Game Design Game Development
Software:
Unity 3D Unity
Author:
Adam Crespi

Importing skinned meshes

A major new feature in recent releases of unity is the Mecanim Animation's System. It's a terrific way to take in animation, break it up into different states and designate transitions between those states. It let's us take in, for example, character animation. Break it up into different animations mapped onto a character. And trigger them, depending on events or inputs that we choose. It supersedes the animation component and provides a much easier way actually to get in and manipulate when animations happen and also what comes after each one.

I've made a few additions to the gallery. I've put in both, Wall Solid, Wall Hex and Wall Waves. The Wall Solid objects are the walls where the art is actually mounted. We can see them here in this building and there's similar walls in all the others. I've also placed the art onto those walls so that now when we walk around we have a fairly populated gallery. The Wall Stagger and Wall Waves objects are walls that'll pop in. I'll turn them on here in the inspector, and we can just see their outlines below the floor. Switching to an iron frame shows those objects, and they're ready to move up an exact five meters to pop into place depending upon how they're triggered.

I'll turn these off again and turn off the stagger and waves too. Now I'm ready to bring in my Waiting Emmas sculpture. It's a sculpture of three women waiting for perhaps a bus. It's based roughly on the Waiting for the Interurban sculpture found in the Fremont area of Seattle. I've imported that FBX into the meshes folder, and there's my waiting Emmas. I'll open up the inspector a little bit, and press Play on the preview. The middle Emma raises her hand, and then pauses, and then will look over, stop, and look back. I want to break up these animations into two parts here, and that way I can have a wave, or a head turn, triggered by the player.

We can see here in the inspector is that the Model tab is, well, as it has been. It concerns importing things, generating colliders, scale factor and so on. The Rig tab, then, when we're bringing in an animation deals with what kind of a rig it is. Are we dealing with a generic rig, are we dealing in a humanoid or a legacy? Humanoid maps very nicely to HumanIK and Maya, and CAT rigs and character studio rigs in 3ds Max. And allows us to take an animation from one character and define it, map it onto another.

The animations tab then, is where we'll start to break up these pieces, or this take, into frames and apply it in different places. I'll rename, Take One, to start calling it, Hand Wave. I'll scroll down, and what it says here is that the clip range is outside of the range of the source take. I'll Check Clamp Range, and now my start and end correspond to the frame range of that animation. This clip, Hand Wave, actually takes place from frame zero to 120. So, I'll put the end range in at 120. Now it's clamped down and I'll make another one.

I'll click the plus here on the clips, name this clip from Take One over to Head Turn, and then I'll set the range for Head Turn. Head turn, again, gives me that message. The clip range is outside of the range of the source take. I'll clamp down that range and start out head turn at 140. I'll test this out, previewing this one clip, clicking and dragging to see it, and pressing play. There's the head turn, isolated down nicely. And if we select the other clip, hand wave, and press Play, we'll see just that hand wave.

It's supposed to be a stiff mechanical motion. This is a sculpture that's come to life just enough to notice the player. Now I'll get this into Mecanim. I'll take my waiting Emmas, select them here in the meshes, and drag them into my scene. I'm going to put the waiting Emmas right in the middle here of this floor. I'll apply those settings, and give it a minute to import. I'll focus in on the waiting Emmas. What we can see here is that they are in the scene, facing to the back, or facing to look out the windows.

And ready to move. We have an animator controller on them already. But we actually need to get a separate controller in that animator. In assets I'll right click and choose Create and Animator Controller. This new animator controller then allows us to bring this into Mecanim. And I'll call this controller waiting Emmas. It's in my mesh's section. And now I can pick those Emmas. And here in their animator component, choose from the assets, the waiting Emmas controller. Now I can open them up in the Animator window.

Clicking on the Animator tab, or choosing Window and Animator. I'll select my waiting Emmas and now I can get them into the base layer in Mecanim. In my animator window then I can start to break up their animations and set up the transitions between.

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