Unity animation essentials :: bring your characters to life with the latest features of Unity and Mecanim /
This book is targeted at hobbyists, students, and game development professionals familiar with the Unity basics, looking to extend their skills and knowledge in the field of real-time game animation. You will need to be familiar with level design and basic scripting in C# and have a good knowledge o...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham, UK :
Packt Publishing,
2015.
|
Schriftenreihe: | Community experience distilled.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | This book is targeted at hobbyists, students, and game development professionals familiar with the Unity basics, looking to extend their skills and knowledge in the field of real-time game animation. You will need to be familiar with level design and basic scripting in C# and have a good knowledge of game development. |
Beschreibung: | Includes index. |
Beschreibung: | 1 online resource (1 volume) : illustrations |
ISBN: | 9781782174998 1782174990 1782174818 9781782174813 |
Internformat
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505 | 8 | |a Material and mapping animationCamera shaking -- animation effects; Summary; Chapter 2: Sprite Animation; Sprites -- importing and configuration; Individual sprites; The sprite atlas; Animation with sprites; Sprite animation is too slow or too fast; Animation shouldn't be looping; Frames play in the wrong order; Summary; Chapter 3: Native Animation; The Animation window -- creating a fly-through; Animating multiple objects together; Invoking functions from animations; Particle systems; Starting a fire-fly particle system; The Particle System's global properties; Emitter shape and emission rate | |
505 | 8 | |a Particle RendererParticle velocity; Particle color and disappearance; Summary; Chapter 4: Noncharacter Animation with Mecanim; Preparing a scene with the prototyping assets; Creating animations for the button and door; Getting started with Mecanim; Mecanim transitions and parameters; Creating a door-open Mecanim graph; Creating scene interactions; Summary; Chapter 5: Character Animation Fundamentals; Creating rigged characters; Importing rigged characters; Avatars and retargeting; Retargeting animations; Root motion; Fixing motion offsets; Summary; Chapter 6: Advanced Character Animation | |
505 | 8 | |a Creating a controllable characterBlend Trees; Dimensions; Mapping floats; Preparing to script with Blend Tree animations; Scripting with Mecanim Blend Trees; Testing Mecanim Blend Trees; Summary; Chapter 7: Blend Shapes, IK, and Movie Textures; Blend shapes; Inverse Kinematics; Movie textures; Summary; Index | |
520 | |a This book is targeted at hobbyists, students, and game development professionals familiar with the Unity basics, looking to extend their skills and knowledge in the field of real-time game animation. You will need to be familiar with level design and basic scripting in C# and have a good knowledge of game development. | ||
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author | Thorn, Alan |
author_GND | http://id.loc.gov/authorities/names/n2003014900 |
author_facet | Thorn, Alan |
author_role | aut |
author_sort | Thorn, Alan |
author_variant | a t at |
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callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
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contents | Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Animation Fundamentals; Understanding animation; Frames; Key frames; Animation types; Rigid body animation; Rigged or bone-based animation; Sprite animation; Physics-based animation; Morph animation; Video animation; Particle animation; Programmatic animation; Animating through code -- making things move; Consistent animation -- speed, time, and deltaTime; Movement in a direction; Coding tweens with animation curves; Rotating towards objects -- animation with coroutines Material and mapping animationCamera shaking -- animation effects; Summary; Chapter 2: Sprite Animation; Sprites -- importing and configuration; Individual sprites; The sprite atlas; Animation with sprites; Sprite animation is too slow or too fast; Animation shouldn't be looping; Frames play in the wrong order; Summary; Chapter 3: Native Animation; The Animation window -- creating a fly-through; Animating multiple objects together; Invoking functions from animations; Particle systems; Starting a fire-fly particle system; The Particle System's global properties; Emitter shape and emission rate Particle RendererParticle velocity; Particle color and disappearance; Summary; Chapter 4: Noncharacter Animation with Mecanim; Preparing a scene with the prototyping assets; Creating animations for the button and door; Getting started with Mecanim; Mecanim transitions and parameters; Creating a door-open Mecanim graph; Creating scene interactions; Summary; Chapter 5: Character Animation Fundamentals; Creating rigged characters; Importing rigged characters; Avatars and retargeting; Retargeting animations; Root motion; Fixing motion offsets; Summary; Chapter 6: Advanced Character Animation Creating a controllable characterBlend Trees; Dimensions; Mapping floats; Preparing to script with Blend Tree animations; Scripting with Mecanim Blend Trees; Testing Mecanim Blend Trees; Summary; Chapter 7: Blend Shapes, IK, and Movie Textures; Blend shapes; Inverse Kinematics; Movie textures; Summary; Index |
ctrlnum | (OCoLC)913880045 |
dewey-full | 794.81526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81526 |
dewey-search | 794.81526 |
dewey-sort | 3794.81526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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series2 | Community experience distilled |
spelling | Thorn, Alan, author. http://id.loc.gov/authorities/names/n2003014900 Unity animation essentials : bring your characters to life with the latest features of Unity and Mecanim / Alan Thorn. Birmingham, UK : Packt Publishing, 2015. 1 online resource (1 volume) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier Community experience distilled Online resource; title from cover (Safari, viewed July 6, 2015). Includes index. Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Animation Fundamentals; Understanding animation; Frames; Key frames; Animation types; Rigid body animation; Rigged or bone-based animation; Sprite animation; Physics-based animation; Morph animation; Video animation; Particle animation; Programmatic animation; Animating through code -- making things move; Consistent animation -- speed, time, and deltaTime; Movement in a direction; Coding tweens with animation curves; Rotating towards objects -- animation with coroutines Material and mapping animationCamera shaking -- animation effects; Summary; Chapter 2: Sprite Animation; Sprites -- importing and configuration; Individual sprites; The sprite atlas; Animation with sprites; Sprite animation is too slow or too fast; Animation shouldn't be looping; Frames play in the wrong order; Summary; Chapter 3: Native Animation; The Animation window -- creating a fly-through; Animating multiple objects together; Invoking functions from animations; Particle systems; Starting a fire-fly particle system; The Particle System's global properties; Emitter shape and emission rate Particle RendererParticle velocity; Particle color and disappearance; Summary; Chapter 4: Noncharacter Animation with Mecanim; Preparing a scene with the prototyping assets; Creating animations for the button and door; Getting started with Mecanim; Mecanim transitions and parameters; Creating a door-open Mecanim graph; Creating scene interactions; Summary; Chapter 5: Character Animation Fundamentals; Creating rigged characters; Importing rigged characters; Avatars and retargeting; Retargeting animations; Root motion; Fixing motion offsets; Summary; Chapter 6: Advanced Character Animation Creating a controllable characterBlend Trees; Dimensions; Mapping floats; Preparing to script with Blend Tree animations; Scripting with Mecanim Blend Trees; Testing Mecanim Blend Trees; Summary; Chapter 7: Blend Shapes, IK, and Movie Textures; Blend shapes; Inverse Kinematics; Movie textures; Summary; Index This book is targeted at hobbyists, students, and game development professionals familiar with the Unity basics, looking to extend their skills and knowledge in the field of real-time game animation. You will need to be familiar with level design and basic scripting in C# and have a good knowledge of game development. English. Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 Unity (Electronic resource) fast Video games Design. Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Jeux vidéo Conception. Animation par ordinateur. computer animation. aat GAMES Board. bisacsh Computer animation fast Video games Design fast has work: Unity animation essentials (Text) https://id.oclc.org/worldcat/entity/E39PCGvj6Xx977gf67cyYDWjvd https://id.oclc.org/worldcat/ontology/hasWork Print version: Thorn, Alan. Unity animation essentials : bring your characters to life with the latest features of Unity and Mecanim. Birmingham, England : Packt Publishing, ©2015 x, 177 pages Community experience distilled. 9781782174813 Community experience distilled. http://id.loc.gov/authorities/names/no2011030603 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1018111 Volltext |
spellingShingle | Thorn, Alan Unity animation essentials : bring your characters to life with the latest features of Unity and Mecanim / Community experience distilled. Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Animation Fundamentals; Understanding animation; Frames; Key frames; Animation types; Rigid body animation; Rigged or bone-based animation; Sprite animation; Physics-based animation; Morph animation; Video animation; Particle animation; Programmatic animation; Animating through code -- making things move; Consistent animation -- speed, time, and deltaTime; Movement in a direction; Coding tweens with animation curves; Rotating towards objects -- animation with coroutines Material and mapping animationCamera shaking -- animation effects; Summary; Chapter 2: Sprite Animation; Sprites -- importing and configuration; Individual sprites; The sprite atlas; Animation with sprites; Sprite animation is too slow or too fast; Animation shouldn't be looping; Frames play in the wrong order; Summary; Chapter 3: Native Animation; The Animation window -- creating a fly-through; Animating multiple objects together; Invoking functions from animations; Particle systems; Starting a fire-fly particle system; The Particle System's global properties; Emitter shape and emission rate Particle RendererParticle velocity; Particle color and disappearance; Summary; Chapter 4: Noncharacter Animation with Mecanim; Preparing a scene with the prototyping assets; Creating animations for the button and door; Getting started with Mecanim; Mecanim transitions and parameters; Creating a door-open Mecanim graph; Creating scene interactions; Summary; Chapter 5: Character Animation Fundamentals; Creating rigged characters; Importing rigged characters; Avatars and retargeting; Retargeting animations; Root motion; Fixing motion offsets; Summary; Chapter 6: Advanced Character Animation Creating a controllable characterBlend Trees; Dimensions; Mapping floats; Preparing to script with Blend Tree animations; Scripting with Mecanim Blend Trees; Testing Mecanim Blend Trees; Summary; Chapter 7: Blend Shapes, IK, and Movie Textures; Blend shapes; Inverse Kinematics; Movie textures; Summary; Index Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 Unity (Electronic resource) fast Video games Design. Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Jeux vidéo Conception. Animation par ordinateur. computer animation. aat GAMES Board. bisacsh Computer animation fast Video games Design fast |
subject_GND | http://id.loc.gov/authorities/names/n2011038776 http://id.loc.gov/authorities/subjects/sh85029478 |
title | Unity animation essentials : bring your characters to life with the latest features of Unity and Mecanim / |
title_auth | Unity animation essentials : bring your characters to life with the latest features of Unity and Mecanim / |
title_exact_search | Unity animation essentials : bring your characters to life with the latest features of Unity and Mecanim / |
title_full | Unity animation essentials : bring your characters to life with the latest features of Unity and Mecanim / Alan Thorn. |
title_fullStr | Unity animation essentials : bring your characters to life with the latest features of Unity and Mecanim / Alan Thorn. |
title_full_unstemmed | Unity animation essentials : bring your characters to life with the latest features of Unity and Mecanim / Alan Thorn. |
title_short | Unity animation essentials : |
title_sort | unity animation essentials bring your characters to life with the latest features of unity and mecanim |
title_sub | bring your characters to life with the latest features of Unity and Mecanim / |
topic | Unity (Electronic resource) http://id.loc.gov/authorities/names/n2011038776 Unity (Electronic resource) fast Video games Design. Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Jeux vidéo Conception. Animation par ordinateur. computer animation. aat GAMES Board. bisacsh Computer animation fast Video games Design fast |
topic_facet | Unity (Electronic resource) Video games Design. Computer animation. Jeux vidéo Conception. Animation par ordinateur. computer animation. GAMES Board. Computer animation Video games Design |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1018111 |
work_keys_str_mv | AT thornalan unityanimationessentialsbringyourcharacterstolifewiththelatestfeaturesofunityandmecanim |