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Unity Animation Essentials

Book Description

Bring your characters to life with the latest features of Unity and Mecanim

In Detail

Unity is a feature-rich, fully-integrated development engine that provides out-of-the-box functionality for the creation of interactive 3D content. It is an exciting engine that has a rich and sophisticated animation system called Mecanim.

Unity Animation Essentials offers a comprehensive introduction to powerful animation tools and principles in Unity, which can be used to make great games. This book starts by exploring core animation concepts and then dives deeper to demonstrate their practical application in real-time games. This book shares extensive and useful insights to create animations using a professional grade workflow, and to create responses and interactive scenes. Each chapter focuses on a specific range of topics, from timing and events to character animation and particle systems.

By the end of the book, you should be able to fully utilize the powers of Mecanim and Unity.

What You Will Learn

  • Understand the latest features of Unity 5 such as state machines, meshes, and animation graphs

  • Move, transform, and change objects over time using script files

  • Use the animation editor and curve tools

  • Import and configure externally created animations for use in Unity scenes

  • See how to link animations to C# script

  • Animate cameras and create a particle system

  • Produce sophisticated sprite animations for both 2D and 3D games

  • Apply more advanced workflows and techniques to refine character animations

  • Downloading the example code for this book. You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the files e-mailed directly to you.

    Table of Contents

    1. Unity Animation Essentials
      1. Table of Contents
      2. Unity Animation Essentials
      3. Credits
      4. About the Author
      5. About the Reviewers
      6. www.PacktPub.com
        1. Support files, eBooks, discount offers, and more
          1. Why subscribe?
          2. Free access for Packt account holders
      7. Preface
        1. What this book covers
        2. What you need for this book
        3. Who this book is for
        4. Conventions
        5. Reader feedback
        6. Customer support
          1. Downloading the example code
          2. Downloading the color images of this book
          3. Errata
          4. Piracy
          5. Questions
      8. 1. Animation Fundamentals
        1. Understanding animation
          1. Frames
          2. Key frames
        2. Animation types
          1. Rigid body animation
          2. Rigged or bone-based animation
          3. Sprite animation
          4. Physics-based animation
          5. Morph animation
          6. Video animation
          7. Particle animation
          8. Programmatic animation
        3. Animating through code – making things move
          1. Consistent animation – speed, time, and deltaTime
          2. Movement in a direction
          3. Coding tweens with animation curves
          4. Rotating towards objects – animation with coroutines
          5. Material and mapping animation
          6. Camera shaking – animation effects
        4. Summary
      9. 2. Sprite Animation
        1. Sprites – importing and configuration
          1. Individual sprites
          2. The sprite atlas
        2. Animation with sprites
          1. Sprite animation is too slow or too fast
          2. Animation shouldn't be looping
          3. Frames play in the wrong order
        3. Summary
      10. 3. Native Animation
        1. The Animation window – creating a fly-through
        2. Animating multiple objects together
        3. Invoking functions from animations
        4. Particle Systems
          1. Starting a firefly particle system
          2. The Particle System's global properties
          3. Emitter shape and emission rate
          4. Particle Renderer
          5. Particle velocity
          6. Particle color and disappearance
        5. Summary
      11. 4. Noncharacter Animation with Mecanim
        1. Preparing a scene with the prototyping assets
        2. Creating animations for the button and door
        3. Getting started with Mecanim
        4. Mecanim transitions and parameters
        5. Creating a door-open Mecanim graph
        6. Creating scene interactions
        7. Summary
      12. 5. Character Animation Fundamentals
        1. Creating rigged characters
        2. Importing rigged characters
        3. Avatars and retargeting
        4. Retargeting animations
        5. Root motion
        6. Fixing motion offsets
        7. Summary
      13. 6. Advanced Character Animation
        1. Creating a controllable character
        2. Blend Trees
          1. Dimensions
          2. Mapping floats
        3. Preparing to script with Blend Tree animations
        4. Scripting with Mecanim Blend Trees
        5. Testing Mecanim Blend Trees
        6. Summary
      14. 7. Blend Shapes, IK, and Movie Textures
        1. Blend Shapes
        2. Inverse Kinematics
        3. Movie textures
        4. Summary
      15. Index