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    Basic: Realistic Eye Movement
    Yves "Jack" Albuquerque
    • 8 de Ago de 2018
    • 1 min

    Basic: Realistic Eye Movement

    Eyes are the most important part of human facial expression. Eye movement and blink can deliver a very natural feedback from your character. You can also add some secondary movements to get more natural result. At this example, I've used the Realistic Eye Movements asset from Asset Store to do that. On the example below I've just created a small target and added as a Point Of Interest. Head, eyes and facial movements are all procedural. As this character is from Mixamo, I`ve
    91 visualizações0 comentário
    Basic: Animation Layer & Avatar Mask
    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
    34 visualizações0 comentário
    Basic: Animation Events
    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
    27 visualizações0 comentário
    Basic: Unity Timeline 101
    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
    35 visualizações0 comentário
    Basic: Root Based Movement
    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
    73 visualizações0 comentário
    Basic: Match Target
    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
    625 visualizações0 comentário
    Basic: Unity Animator Built-In Record/Playback System
    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
    188 visualizações0 comentário
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