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Mecanim Example Scenes With the introduction of Unity 4.0, the new Mecanim character animation system is bound to change the way programmers and animators create and produce game animation. To get started with Mecanim, we suggest spending time examining the example scenes included with this project. Animator Controller A simple locomotion State Machine and Blend Tree connected to player control inputs. A jump animation is trigger with “Fire1” and “Fire2” triggers waving arm animation using an override layer and body mask. Crowd simulation Spawns 200 avatars randomly running and jumping around. Press “Fire1” to spawn Teddy Bears. The player character can walk around the crowd with controller inputs. Inverse Kinematics Example See how Mecanim's IK rig gives precise in-editor control over arm and leg placement. Click Play, then tick the “Activate IK” checkbox. Then find the character in the scene view and try moving any of the IK effectors for immediate results. Target Match This scene shows how to use “Match Target” API to adjust the trajectory of a jump animation so it ends up at the exact landing spot on top of a box. You can put the box higher or lower and see that target will always be matched!

Mecanim Examples

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Page 1: Mecanim Examples

Mecanim Example Scenes With the introduction of Unity 4.0, the new Mecanim character animation system is bound to change the way programmers and animators create and produce game animation. To get started with Mecanim, we suggest spending time examining the example scenes included with this project.

Animator Controller A simple locomotion State Machine and Blend Tree connected to player control inputs. A jump animation is trigger with “Fire1” and “Fire2” triggers waving arm animation using an override layer and body mask. Crowd simulation Spawns 200 avatars randomly running and jumping around. Press “Fire1” to spawn Teddy Bears. The player character can walk around the crowd with controller inputs. Inverse Kinematics Example See how Mecanim's IK rig gives precise in-editor control over arm and leg placement. Click Play, then tick the “Activate IK” checkbox. Then find the character in the scene view and try moving any of the IK effectors for immediate results. Target Match This scene shows how to use “Match Target” API to adjust the trajectory of a jump animation so it ends up at the exact landing spot on top of a box. You can put the box higher or lower and see that target will always be matched!

Page 2: Mecanim Examples

Teddy Bear Bazooka Hunt down a bear with a bazooka loaded with balloons! This scene shows weapon handling, aiming and recoil using a multi-layer runtime IK rig. Be aware of the dramatic bear death when hit by a balloon!! Generic Skeleton Example This scene demonstrates Mecanim's ability to animate non-humanoid rigs. Precision Turning on the Spot This simple example demonstrates precise on-spot turning while keeping animation as believable as possible, using a "Turn on Spot" blend tree with Mecanim's MathTarget call. Details can be found in PreciseTurnOnSpot.cs Follow Example This scene demonstrates how easy it is to create realistic following and chasing behavior. Nav Mesh Example This example demonstrates Unity's nav-mesh feature in tandem with a Mecanim driven animation controller.