Chapter 7. Controlling 3D Animations

In this chapter, we will cover:

  • Configuring a character's Avatar and idle animation
  • Moving your character with root motion and Blend Trees
  • Mixing animations with Layers and Masks
  • Organizing States into Sub-State Machines
  • Transforming the Character Controller via script
  • Adding rigid props to animated characters
  • Using Animation Events to throw an object
  • Applying Ragdoll physics to a character
  • Rotating the character's torso to aim a weapon

Introduction

The Mecanim animation system has revolutionized how characters are animated and controlled within Unity. In this chapter, we will learn how to take advantage of its flexibility, power, and friendly and highly visual interface.

The big picture

Controlling a playable character with the Mecanim System might look like a complex task, but it is actually very straightforward.

The big picture

Hopefully, by the end of the chapter, you will have gained at least a basic understanding of the Mecanim system. For a more complete overview of the subject, consider taking a look at Jamie Dean's Unity Character Animation with Mecanim, also published by Packt Publishing.

An additional note—all the recipes will make use of Mixamo motion packs. Mixamo is a complete solution for character production, rigging, and animation. In fact, the character in use was designed with Mixamo's character creation software called Fuse, and rigged with the Mixamo Auto-rigger. You can find out more about Mixamo and their products at Unity's Asset Store (https://www.assetstore.unity3d.com/en/#!/publisher/150) or their website at https://www.mixamo.com/.

Please note that although Mixamo offers Mecanim-ready characters and animation clips, we will use, for the recipes in this chapter, unprepared animation clips. The reason is to make you more confident when dealing with assets obtained by other methods and sources.

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