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Animators

This is something you will look further into in VGD 221. This is all about controlling Character Models
with Animations created from the Animator Controller.
The first process which needs to be completed is Rigging the model brought in to the project to work
with Unity. This is just setting the skeleton correctly to adapt to the animations. Once again, no one
states this better than Unity.
http://blogs.unity3d.com/2013/02/07/automatic-setup-of-a-humanoid/
http://blogs.unity3d.com/2014/05/26/mecanim-humanoids/
These two links above have a lot of information you find overwhelming. Do not worry. I go over them
again in VGD 221.
Exactly what is a "Rigged Character"?
When an avatar is created, specific
movements are attached to "bones".
These are known as " rigs". Rigging
happens at the joints of the skeleton.
Just as our elbow moves, so does the
joint of the avatars.
These movements can be created for
Humanoid avatars, Non-Humanoid
avatars, and Hybrids. Know these
movements are based on the actions
from where the models have been
created. This does not mean you cannot
manipulate one avatar to do what
others were created to do. Did that last statement make sense?
Adapting Character Rigging is a process of allowing avatars to move fluidly with a simple process.
Unity has a capability to script movement with what is known as the legacy. This system is very limited
and can cause a "lag" in movement.
In the latest versions of Unity, an animation system known as Mecanim is what we will be working with.
Here is more information
http://docs.unity3d.com/Manual/MecanimAnimationSystem.html
So, what are animations? Animations are pre-made movements. These movements are usually made
with models in other applications such as Blender, Maya, and 3D Max.

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What is great about animations within Unity is that these are Assets. They can be used anywhere
throughout the game; not just in one scene.
Exactly what is an "Animator Controller"?
Just for a starter, the Animator Controller makes basic animation sequences for use with the Models
which have been "rigged" through the Mecanim Animation System.
Review this page from the Unity 3D Manual
http://docs.unity3d.com/Manual/StateMachineBasics.html
We are now going to add more by utilizing the state machines within the Controller. What this means is
there will be more than one animation which will transition with a condition. So, the Animation
Controller is saving time by doing work which would need specific information in the Legacy Animation
System (http://docs.unity3d.com/Manual/Animations.html). Remember way back when there was
mention of two types of systems?
This information is actually from some lecture material I use in the VGD 221 class. If it makes no sense to
you, dont worry.

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