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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.
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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