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-
ents/class-Animator.html .
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