Game Development Reference
In-Depth Information
Character animations
Animations are what bring the characters to life visually in the game. From basic an-
imations to super realistic movements, all the animations are important and really rep-
resent what scripters do to the player. Before we add animations to our AI, we first
need to get a model mesh for it!
Importing the model mesh
For this chapter, I am using a model mesh that I got from the Unity Asset Store. To
use the same model mesh that I am using, go to the Unity Asset Store and search for
Skeletons Pack
. It is a package of four skeleton model meshes that are fully textured,
propped, and animated. The asset itself is free and great to use.
When you import the package into Unity, it will come with all four models as well as
their textures, and an example scene named
ShowCase
. Open that scene and you
should see the four skeletons. If you run the scene, you will see all the skeletons play-
ing their idle animations.
Choose the skeleton you want to use for your AI; I chose
skeletonDark
for mine.
Click on the drop-down list of your skeleton in the
Hierarchy
window, and then on the
Bip01
drop-down list. Then, select the
magicParticle
object. For our AI, we will not
need it, so delete it from the
Hierarchy
window.
Create a new prefab in the
Project
window and name it
Skeleton
. Now select the
skeleton that you want to use from the
Hierarchy
window and drag it onto the newly
created prefab. This will now be the model that you will use for this chapter.
In your AI test scene, drag and drop
Skeleton Prefab
onto the scene. I have placed
mine towards the center of the level, near the waypoint in the middle. In the
Inspector
window, you will be able to see the
Animation
component full of animations for the
model.
Now, we will need to add a few components to our skeleton. Go to the
Components
menu on the top of the
Unity
window, select
Navigation
, and then select
NavMesh
Agent
. Doing this will allow the skeleton to utilize the NavMesh we created earlier.
Next, go into the
Components
menu again and click on
Capsule Collider
as well as