- View Offline
- Importing characters and setting scale
- Setting up the controller
- Creating transitions
- Scripting the controls
- Adding layers and layer masks
- Handling nonhumanoid appendages
- Configuring blend trees
- Controlling states with speed
- Adding a multistate jump
- Targeting with IK (inverse kinematics)
- Setting up generic rigs
- Testing the character in the game
Skill Level Intermediate
- [Voiceover] Hi, I'm Sue Blackman. Welcome to Animating Characters with Mecanim in Unity 3D. We'll start by importing a few characters that were built in 3DS Max, and then map their basic bone and muscle structure so they can be animated using clips from multiple sources. Next, we'll introduce animation controllers that contain the states, transitions, and input parameters which will allow you to activate and control different parts of your character's animation. We'll see how to use scripting to drive the characters with player input, and, also, orchestrate more complex movements like jumps.
We'll explore character interaction with objects within a game environment. And, finally, we'll take a look at controlling appendages on characters that don't fit the standard humanoid form. Now, let's get started with Animating Characters with Mecanim in Unity 3D.