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...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing
2016.
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Edición: | 1st edition |
Colección: | Quick answers to common problems.
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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.