Game Development Reference
In-Depth Information
Objective complete - mini debriefing
Basically, what we have done here is set up our character to use the
Humanoid
animation
type and create the avatar for our character. Then, we set up the animation clip for idle,
walk, run, jump, and fall, as well as set up each animation to
Bake into Pose
to make sure
that
AnimationClip
won't rotate or move our
gameObject
character.
Then, we also created the level for our scene and added our character, which included the
animation clips that we have set up. Lastly, we removed the
Mesh Renderer
of the extra
bones because we don't want to show it in our scene.
Note
If we click on
Heroine_animate
in the
Hierarchy
view, we will see that there is the
An-
imator
component attached in the
Inspector
view. This
Animator
component is the new
component that Mecanim uses to control our character, which will contain
Animation
Controller
(we will create this in the next step),
Avatar
(which is
Heroine_animateAvatar
that we just created),
Apply Root Motion
(we will talk about
this later in the project),
Animate Physics
, and
Culling Mode
.
For more details on each parameter, visit
http://docs.unity3d.com/Documentation/Compon-