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Unity animation essentials : bring your characters to life with the latest features of Unity and Mecanim / Alan Thorn.

By: Material type: TextTextSeries: Community experience distilledPublisher: Birmingham, UK : Packt Publishing, 2015Description: 1 online resource (1 volume) : illustrationsContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781782174998
  • 1782174990
  • 1782174818
  • 9781782174813
Subject(s): Genre/Form: Additional physical formats: Print version:: Unity animation essentials : bring your characters to life with the latest features of Unity and Mecanim.DDC classification:
  • 794.81526
LOC classification:
  • QA76.76.C672
Online resources:
Contents:
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Animation Fundamentals; Understanding animation; Frames; Key frames; Animation types; Rigid body animation; Rigged or bone-based animation; Sprite animation; Physics-based animation; Morph animation; Video animation; Particle animation; Programmatic animation; Animating through code -- making things move; Consistent animation -- speed, time, and deltaTime; Movement in a direction; Coding tweens with animation curves; Rotating towards objects -- animation with coroutines
Material and mapping animationCamera shaking -- animation effects; Summary; Chapter 2: Sprite Animation; Sprites -- importing and configuration; Individual sprites; The sprite atlas; Animation with sprites; Sprite animation is too slow or too fast; Animation shouldn't be looping; Frames play in the wrong order; Summary; Chapter 3: Native Animation; The Animation window -- creating a fly-through; Animating multiple objects together; Invoking functions from animations; Particle systems; Starting a fire-fly particle system; The Particle System's global properties; Emitter shape and emission rate
Particle RendererParticle velocity; Particle color and disappearance; Summary; Chapter 4: Noncharacter Animation with Mecanim; Preparing a scene with the prototyping assets; Creating animations for the button and door; Getting started with Mecanim; Mecanim transitions and parameters; Creating a door-open Mecanim graph; Creating scene interactions; Summary; Chapter 5: Character Animation Fundamentals; Creating rigged characters; Importing rigged characters; Avatars and retargeting; Retargeting animations; Root motion; Fixing motion offsets; Summary; Chapter 6: Advanced Character Animation
Creating a controllable characterBlend Trees; Dimensions; Mapping floats; Preparing to script with Blend Tree animations; Scripting with Mecanim Blend Trees; Testing Mecanim Blend Trees; Summary; Chapter 7: Blend Shapes, IK, and Movie Textures; Blend shapes; Inverse Kinematics; Movie textures; Summary; Index
Summary: This book is targeted at hobbyists, students, and game development professionals familiar with the Unity basics, looking to extend their skills and knowledge in the field of real-time game animation. You will need to be familiar with level design and basic scripting in C# and have a good knowledge of game development.
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Electronic-Books Electronic-Books OPJGU Sonepat- Campus E-Books EBSCO Available

Online resource; title from cover (Safari, viewed July 6, 2015).

Includes index.

Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Animation Fundamentals; Understanding animation; Frames; Key frames; Animation types; Rigid body animation; Rigged or bone-based animation; Sprite animation; Physics-based animation; Morph animation; Video animation; Particle animation; Programmatic animation; Animating through code -- making things move; Consistent animation -- speed, time, and deltaTime; Movement in a direction; Coding tweens with animation curves; Rotating towards objects -- animation with coroutines

Material and mapping animationCamera shaking -- animation effects; Summary; Chapter 2: Sprite Animation; Sprites -- importing and configuration; Individual sprites; The sprite atlas; Animation with sprites; Sprite animation is too slow or too fast; Animation shouldn't be looping; Frames play in the wrong order; Summary; Chapter 3: Native Animation; The Animation window -- creating a fly-through; Animating multiple objects together; Invoking functions from animations; Particle systems; Starting a fire-fly particle system; The Particle System's global properties; Emitter shape and emission rate

Particle RendererParticle velocity; Particle color and disappearance; Summary; Chapter 4: Noncharacter Animation with Mecanim; Preparing a scene with the prototyping assets; Creating animations for the button and door; Getting started with Mecanim; Mecanim transitions and parameters; Creating a door-open Mecanim graph; Creating scene interactions; Summary; Chapter 5: Character Animation Fundamentals; Creating rigged characters; Importing rigged characters; Avatars and retargeting; Retargeting animations; Root motion; Fixing motion offsets; Summary; Chapter 6: Advanced Character Animation

Creating a controllable characterBlend Trees; Dimensions; Mapping floats; Preparing to script with Blend Tree animations; Scripting with Mecanim Blend Trees; Testing Mecanim Blend Trees; Summary; Chapter 7: Blend Shapes, IK, and Movie Textures; Blend shapes; Inverse Kinematics; Movie textures; Summary; Index

This book is targeted at hobbyists, students, and game development professionals familiar with the Unity basics, looking to extend their skills and knowledge in the field of real-time game animation. You will need to be familiar with level design and basic scripting in C# and have a good knowledge of game development.

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