Unity 5.x animation cookbook a recipe-based guide to give you practical information on Unity 5.x animation techniques and tools

A recipe-based guide to give you practical information on Unity 5.x animation techniques and tools About This Book A straightforward and easy-to-follow format. A selection of the most important tasks and problems. Carefully organized instructions to solve problems efficiently. Clear explanations of...

Descripción completa

Detalles Bibliográficos
Otros Autores: Szcześnik, Maciej, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham : Packt Publishing 2016.
Edición:1st edition
Colección:Quick answers to common problems.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630174506719
Tabla de Contenidos:
  • Cover
  • Copyright
  • Credits
  • About the Author
  • About the Reviewer
  • www.PacktPub.com
  • Table of Contents
  • Preface
  • Chapter 1: Working with Animations
  • Introduction
  • Importing skeletal animations
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Configuring generic and humanoid rigs
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Creating and assigning an Animator Controller
  • Getting ready
  • How to do it...
  • How it works...
  • See also
  • Creating animation transitions in Animator Controller
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using parameters to control the animation flow
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using animations from multiple assets
  • Getting ready
  • How to do it...
  • How it works...
  • Looping, mirroring and offsetting the animations
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Adjusting the playback speed of animations
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using override animator controllers to animate different types of characters
  • Getting ready
  • How to do it...
  • How it works...
  • Importing object animation from a 3D package
  • Getting ready
  • How to do it...
  • How it works...
  • Chapter 2: Working with the Animation View
  • Introduction
  • Using the Animation View to create a flickering light
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Blending light colors with the Animation View and the Animator Controller
  • Getting ready
  • How to do it...
  • How it works...
  • Animating an object's world position - creating a moving platform
  • Getting ready
  • How to do it...
  • How it works...
  • There's more.
  • Animating object's local position - creating automatic doors
  • Getting ready
  • How to do it...
  • How it works...
  • See also
  • Using the Hierarchy to animate local rotation - creating an orbiting planet
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Animating triggers - creating a death trap
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Creating an elevator triggered by player input
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Chapter 3: 2D and User Interface Animation
  • Introduction
  • Exporting a 2D sprite animation from a 3D package
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • See also
  • Creating a frame-by-frame sprite animation with the Animation View
  • Getting ready
  • How to do it...
  • How it works...
  • Creating a 2D sprite doll animation with the Animation View
  • Getting ready
  • How to do it...
  • How it works...
  • Using the Animator Controller to play sprite animations
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Creating a fade out - fade in transition with the Animation View
  • Getting ready
  • How to do it...
  • How it works...
  • Creating a swipe transition with the Animation View
  • Getting ready
  • How to do it...
  • How it works...
  • Using filled images for creating animated progress bars
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using Mecanim states for animating UI button states
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Chapter 4: Character Movement
  • Introduction
  • Using Blend Trees to blend walk and run animations
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using root motion to drive Rigid Body characters' movement with animations
  • Getting ready.
  • How to do it...
  • How it works...
  • There's more...
  • Using root motion to steer a character
  • Getting ready
  • How to do it...
  • How it works...
  • Using animations for better looking transitions
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using root motion for a 180 degrees turn
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Making a character jump with 3-phase animation
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using root motion to drive a NavMesh Agents' movement with animations
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using triggers to grab an edge while jumping
  • Getting ready
  • How to do it...
  • How it works...
  • Changing the character's collision while crouching
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Adding animation to off-mesh links
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using root motion for climbing
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using root motion to create flying characters
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Chapter 5: Character Actions and Expressions
  • Introduction
  • Creating an appear or a disappear animation
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Creating background characters and critters with animation-driven behavior
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using Blend Trees to create randomized actions
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using Quaternion.LookRotation() and Animator.SetLookAtPosition() methods to make characters follow an object with their gaze
  • Getting ready
  • How to do it...
  • How it works.
  • There's more...
  • Action Points - performing an action in a specified spot
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Synchronizing an animation with objects in the scene
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using IK for interacting with scene objects
  • Getting ready
  • How to do it...
  • How it works...
  • See also
  • Animating facial expressions with Blend Shapes
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Chapter 6: Handling Combat
  • Introduction
  • Using Sub-State Machines in Animator Controller
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using Animation Events to trigger script functions
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using transitions from Any State to play hit reactions
  • Getting ready
  • How to do it...
  • How it works...
  • Using root motion to create a dodge move
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Checking what Animator state is currently active to disable or enable player actions
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using Animation Events to draw a weapon
  • Getting ready
  • How to do it...
  • How it works...
  • Using Avatar Masks and animator controller layers to walk and aim
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using the LookAt() method to aim
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using Blend Trees to aim
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Detecting the hit location on a character
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Chapter 7: Special Effects
  • Introduction.
  • Using Animation Events to trigger sound and visual effects
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Creating camera shakes with the Animation View and the Animator Controller
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Using the Animation View to animate public script variables
  • Getting ready
  • How to do it...
  • How it works...
  • Using additive Mecanim layers to add extra motion to a character
  • Getting ready
  • How to do it...
  • How it works...
  • Using Blend Shapes to morph an object into another one
  • Getting ready
  • How to do it...
  • How it works...
  • Using wind emitters to create motion for foliage and particle systems
  • Getting ready
  • How to do it...
  • How it works...
  • Using sprite sheets to animate particles
  • Getting ready
  • How to do it...
  • How it works...
  • Animating properties of a particle system with the Animation View
  • Getting ready
  • How to do it...
  • How it works...
  • Using waveform of a sound clip to animate objects in the scene
  • Getting ready
  • How to do it...
  • How it works...
  • See also
  • Creating a day and night cycle with the Animation View
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Chapter 8: Animating Cutscenes
  • Introduction
  • Using the Animation View to animate the camera
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Changing cameras with animation
  • Getting ready
  • How to do it...
  • How it works...
  • Synchronizing animation of multiple objects
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Importing a whole cutscene from a 3D package
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Synchronizing subtitles
  • Getting ready
  • How to do it...
  • How it works.
  • Using root motion to play cutscenes in gameplay.