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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.
When we're segmenting an animation in Mecanim, we need an Animator Controller so we can view that object in the animator window. I'll select my Waiting Emmas. And there's their Animator Controller, called Waiting Emmas. And now I can view it here. What I'll do to make those Waiting Emmas wave and turn their heads, is to create states here in the animator. I'll right-click, choose Create State and Empty. I'll name this first new state, head-turn, up here in the Inspector. For this state, I'll go into the motion and go pick that animation.
In the assets folder, there's the head-turn animation, and I'll select it. Now I'll make a new state for the hand wave. Right-clicking, choosing Create State and Empty. I'll pick my new empty state, and name it over here to Hand Wave. Now, I'll get the motion in that hand wave state, again, by clicking on the Pick button, going to the Asset section, and picking Hand Wave. I need one more state here. What I've got right now is an any state, meaning start from anywhere. I've got head turn and hand wave, but I need an idle.
Otherwise, we'd transition just between head turn and hand wave, and it would look odd because there's no down time no wait. In an idle state, characters will often stand, maybe shift from hip to hip, blink, and maybe look around or look at their watch. It's a neutral, and then we can add other motions onto it. Emma's neutral is perfectly still, so what I'll do is go grab frames that are between the other two states as my idle. This way when I transition back to idle from either head turn or hand wave, she's perfectly still.
First I'll make a new idle state by right clicking choosing Create State and Empty. I'll name this new state, Still Idle. Now I'll go back into the Meshes folder, re-select the Emmas FBX and add in one more clip. Here in Meshes, I'll select my Waiting Emmas, and make sure I have the right one by selecting the FBX. If you notice here, I had made an Animator Controller called Waiting Emmas, and it's got a different icon than the FBX. Now in the Animation section of the inspector for the Waiting Emmas, I'll make one more clip.
Clicking on the plus sign and making a new take, I'll rename it to Still Idle. And now I'll set out a frame range. Again, clamping that range and putting in a start of 125 and an end of 130. This should leave her still, and I'll check in the preview. It's looping very fast, but there's no motion in there. So it's a good idle for my statues. Now go back into my animator. Again, picking head turn, applying those settings, then choosing Still Idle.
It's fine to jump around like that. I clicked on, well, something, and it said do you want to apply what you've done? And I said, yes. And then I'll go pick the correct one. Now here in Still Idle, I'll go into the motion. And in the assets, there's that motion available. Here's Still Idle. There's some default poses and animations that come with Unity, such as jump pose, run, and walk. And we can map these onto a character if we need. Now that I've got my state set out, I'm ready for transitions. And I can start to knit these together, and then add in parameters to be able to change between them.
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