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Yves "Jack" Albuquerque
- 1 de Ago de 2018
- 1 min
Basic: Animation Layer & Avatar Mask
With animation Layer we can override or add an entire animation set over other one. You can mask your layer so it only affect part of the body by using an Avatar Mask. At this example, we've create an additive layer for breathing. Stamina is consumed as the player moves. When stamina is low, player's breath is faster then in rest. A script updates stamina value into Animator using based on "Forward" and "Right" parameter. #Unity #Mecanim #Movement #Animation #Animator
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Yves "Jack" Albuquerque
- 27 de Jul de 2018
- 1 min
Basic: Animation Events
We can create Events directly into our animation. Events are called into the holder Game Object (The one being animated). You should create a method to receive such call. You can trigger Animation Events for any reason you want, however, some developers prefer to avoid animation events since due debug difficulties (no clues from who is calling the method), others, uses Animation Events only for non-critical task as Play SFX/VFX. First, you need to know if your animation is re
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Yves "Jack" Albuquerque
- 4 de Jul de 2018
- 1 min
Basic: Unity Timeline 101
Unity's Timeline is a powerful system to create real time cinematics. However, the uses of the Timeline goes much beyond that. Timeline links a scene element to an asset through a Playable Director. You can handle anything that deals with time by implementing as a Playable. You can even mix Playables in a customized way. Notice: - An Animator is required in order to use a Timeline. (Unity ask to add an animator if the object don't have one) - You can create Track Groups to ma
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Yves "Jack" Albuquerque
- 28 de Jun de 2018
- 2 min
Basic: Root Based Movement
Some people ask me for this example. This is a very very very basic movement system: Just forward-backward and right-left strafe. No rotation included. Steps: .Import animations that actually moves around the space (AKA: root animated). .The tricky part here is to setup the imported content. Check if your root animation is consistent. On my case, all animations have a small rotation over time so I've select "Bake Into Pose" on Root Transform Rotation so they don't rotate anym
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Yves "Jack" Albuquerque
- 20 de Jun de 2018
- 2 min
Basic: Match Target
I use root motion to move my characters. In that way we avoid the terrible sliding effect that occurs when a character animation don't match a character movement. Sometimes, however, we need to turn it off in order to play animation maintaining our root where it is. There's several cases that this is used. The most usual case scenario is during aerial movements since the trajectory of our character don't change according to his movement (on most cases). However, a third case
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Yves "Jack" Albuquerque
- 14 de Jun de 2018
- 1 min
Basic: Unity Animator Built-In Record/Playback System
Animator recording system is an obscure feature that you find when playing with the Mecanim System. The idea is to create something like a replay. Record and Playback. Simple, easy and... well, not that easy. How to use: Start Record, Stop Record, Start Playback and... nothing work because you really need to manage the playback timeline your own. For that, I`ve created a small piece of code that you can download here. The idea is: - Play using Time.deltatime as parameter. - P
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