Game Development Reference
In-Depth Information
F Creaing cross fade animaion
F Creaing a third-person camera to follow our character
Mission Checklist
As we have already learned how to export the FBX file format from 3D Studio Max in the
previous chapter, we will download the new chapter package, which will include the new
FBX character with all the animaion cycles, textures, and necessary assets for this chapter.
Download the Chapter4 package from this topic's website, unzip it, and then you will see
Chapter4.unitypackage , which will contain all the assets for this chapter.
There is also a built-in animaion system in Unity (that we will not cover in
this chapter), which we can use to animate a simple object such as a moving
plaform or the animaion of an opening door. You can get more details from
the following Unity website:
http://unity3d.com/support/documentation/Manual/
Animation.html .
Setting up character animation and
level
From the last chapter, we have imported the 3D character model from 3D Studio Max and
created the shader for it, but the model doesn't have any animaion set up in it, yet. So, in
this chapter we will learn more about how to set up the animaion clip from the FBX model
that is already exported from 3D sotware (in this topic, we have used 3D Studio Max), and
use it in Unity.
In Unity, we can import the FBX format ile with the rigging animaion and set it up for
muliple clips to use, as we want. The concept is that we have one ile that includes all
small clips from walking, running, or jumping. Then, we divide it to each type of animaion
by telling Unity the range of frames for this animaion. For example, if we create a walking
cycle animaion from frames 1 to 30, we can just tell Unity that we want to use the range of
frames from 1 to 30 for the walking animaion. This concept is very lexible to adjust and
change the animaion clip on the ly.
 
Search WWH ::




Custom Search