Archive | March 2013

Mechanim -2

Mechanim is fairly easy to use and creates very nice blends between different states of animation using ‘blend trees’.

Importing animation should be as simple as making an fbx file in Maya and then importing it to Unity.
The model the animation is set on in Maya does not matter, as it just looks at the bones for it.

Therefore importing a character needs to be rigged inside of Mechanim and can be done using an autorig function.

I do no know if the scale for bones and mesh matter when attaching animation to it. Do they have to be the same size?

The downside is that some of the higher functions of animations such as creating a scaling collision box or making sequences go from idle –> wave and idle –> run/ not wave requires Javascript which I will need to learn.

Importing Animation

Very quick and easy tutorial on how to import a singular animation.

My Brief – Animation Research

ministry-of-silly-walks-monty-python-facebook-timeline-cover

Explore stimulating animation through techniques, execution and workflow in real-time and pre-rendered media.

Methods and Processes

Rig a character for use in Maya and Unity.

Revisit arcs.

Revisit the 12 rules of animation.

Create reference files.

Explore Mechanim in Unity.

Push limits of play cycles and find optimal settings in Unity.

Intended Outcomes

Create good rigging and animation practice.

Discover differences between the two methods.

Build upon the fundamentals.

Have an animation with good character movement.

Have a fluidly moving character in Unity using Mechanim.

Emotive response through animation.

Applied to a design context

Exploring animation is key to creating likable and believable characters in all media using it.

+ Major project.