Unity 5.x Animation Cookbook (Maciej Szcześnik 著)

https://github.com/PacktPublishing/Unity-5.x-Animation-Cookbook

 

项目Unity版本 5.3.4f1 

 

 

Chapter 1: Working with Animations

Chapter 2: Working with the Animation View

Chapter 3: 2D and User Interface Animation

Chapter 4: Character Movement

Chapter 5: Character Actions and Expressions

Chapter 6: Handling Combat

Chapter 7: Special Effects

Chapter 8: Animating Cutscenes

Chapter 9: Physics and Animations

Chapter 10: Miscellaneous

 

Chapter 1: Working with Animations

  Introduction

 

  Importing skeletal animations

 

  Configuring generic and humanoid rigs

 

  Creating and assigning an Animator Controller

 

  Creating animation transitions in Animator Controller

 

  Using parameters to control the animation flow

 

  Using animations from multiple assets

 

  Looping, mirroring and offsetting the animations

 

  Adjusting the playback speed f animations

 

  Using override animator controllers to animate different types of characters

 

  Importing object animation from a 3D package

 

Chapter 2: Working with the Animation View

  Introduction

 

  Using the Animation View to create a flickering light

 

  Blending light colors with the Animation View and the Animator Controller

 

  Animating an object's world position - creating a moving platform

 

  Animating object's local position - creating automatic doors

 

  Using the Hierarchy to animate local rotation - creating an orbiting planet

 

  Animating triggers - creating a death trap

 

  Creating an elevator triggered by player input

 

Chapter 3: 2D and User Interface Animation

  Introduction

 

  Exporting a 2D sprite animation from a 3D package

 

  Creating a frame-by-frame sprite animation with the Animation View

 

  Creating a 2D sprite doll animation with the Animation View

 

  Using the Animator Controller to play sprite animations

 

  Creating a fade out - fade in transition with the Animation View

 

  Creating a swipe transition with the Animation View

 

  Using filled images for creating animated progress bars

 

  Using Mecanim states for animating  UI button states

 

Chapter 4: Character Movement

  Introduction

 

  Using Blend Trees to blend walk and run animations

 

  Using root motion to drive Rigid Body character's movement with animations

 

  Using root motion to steer a character

 

  Using animations for better looking transitions

 

  Using root motion or a 180 degrees turn

 

  Making a character jump with 3-phase animation

 

  Using root motion to drive a NavMesh Agent's movement  with animations

 

  Using triggers to grab an edge while jumping

 

Chapter 5: Character Actions and Expressions

  Introduction

 

  Creating an appear or a disppear animation

 

  Creating background characters and critters with animation-driven behavior

 

  Using Blend Trees to create randomized actions

 

  Using Quaternion.LookRotation() and AnimatorSetLookAtPosition() methods to make characters follow an object with their gaze

 

  Action Points - performing an action in a specified spot

 

  Synchronizing an animation with objects in the scene

 

  Using IK for interacting with scene objects

 

  Animating facial expressions with Blend Shapes

 

Chapter 6: Handling Combat

  Introduction

 

  Using Sub-State Machines in Animator Controller

 

  Using Animation Events to trigger script functions

 

  Using transitions from Any State to play hit reactions

 

  Using root motion to create a dodge move

 

  Checking what Animator state is currently active to disable or enable player actions

 

  Using Animation Events to draw a weapon

 

  Using Avatar Masks and animator controller layers to walk and anim

 

  Using the LookAt() method to anim

 

  Using Blend Trees to anim

 

  Detecting the hit location on a chracter

 

Chapter 7: Special Effects

  Introduction

 

  Using Animation Events to trigger sound and visual effects

 

  Creating camera shakes with the Animation View and the Animator Controller

 

  Using the Animation View to animate public script variables

 

  Using additive Mecanim layers to add extra motion to a character

 

  Using Blend Shapes to morph an object into another one

 

  Using wind emitters to create motion for foliage and particle systems

 

  Using sprite sheets to animate particles

 

  Animating properties of a particle system with the Animation View

 

  Using waveform of a sound clip to animate objects in the scene

 

  Creating a day and night cycle with the Animation View

 

Chapter 8: Animating Cutscenes

  Introduction

  Using the Animation View to animate the camera

  Changing cameras with animation

  Syn 

Chapter 9: Physics and Animations

 

Chapter 10: Miscellaneous

 

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