Download [Extra Quality] File RPG Character Mecanim Animation P...
This tutorial uses a 2D sprite that was rigged in this tutorial (Rig a 2D Character in Unity) and animated in this tutorial (Animate a 2D Character in Unity). If you are interested in sprite rigging or 2D animation, have a look at those two tutorials. Both are an in-depth view of rigging and animating a character. Or, if you like, you could download the project files from the animation tutorial and jump right into this one.
Download File RPG Character Mecanim Animation P...
Typically, an enemy character such as this will have a series of different animation sequences, which will be imported separately or together from a 3D package. In this case, our animation sequences are included in separate files.
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In the character animation, there are looping and single-shot animation sequences. Some animation sequences such as walk, run, idle are usually seamless loops designed to play back-to-back without the player being aware of where they start and end.
Generic is one of the new animation formats that are compatible with Mecanim's animator controllers. It does not have the full functionality of Mecanim's character animation tools. Animations sequences imported with the generic format cannot be retargeted and are best used for quadrupeds, mechanical devices, pretty much anything except a character with two arms and two legs.
One of the greatest benefits of using the Humanoid type is that it allows animation sequences to be retargeted or adapted to work with different rigs. For instance, you may have a detailed player character model with a full skeletal rig (including fingers and toes joints), maybe you want to reuse this character's idle sequence with a background character that is much less detailed, and has a simpler arrangement of bones.
The Humanoid animation type is the only one that supports retargeting. So if you are importing animations that are not unique and will be used for multiple characters, it is a good idea to use this setting.
The Avatar Mapping settings allow you to specify how the bones relate to the model. You can think of the Avatar as an intermediary device that translates between the character model and the animations. It will dictate how motion will be transferred to the model, so it is important that all of the models bones are correctly identified within the hierarchy.
Mecanim requires an animator controller to connect compatible animation clips with the character model. This is displayed as a node-based interface, which shows the relationships between different animation clips and the parameters that trigger them. 041b061a72