Hands-On Unity 2020 Game Development by Nicolas Alejandro Borromeo

Hands-On Unity 2020 Game Development by Nicolas Alejandro Borromeo

Author:Nicolas Alejandro Borromeo
Language: eng
Format: epub
Publisher: Packt Publishing Pvt Ltd
Published: 2020-07-27T00:00:00+00:00


Figure 12.3 – The animation and model FBX files of the package we will use in our project

Also, it is worth mentioning a concept called retargeting. As we said before, in order to mix a model and an animation file, we need them to have the same bone structure, which means the same amount of bones, hierarchy, and names. Sometimes, this is not possible, especially when we mix custom models created by our artist with external animation files that you can record from an actor using motion capture techniques or just by buying a Mocap library. In such cases, it is highly likely that you will encounter different bone structures between the one in the Mocap library and your character model, so here is where retargeting kicks in. This technique allows Unity to create a generic mapping between two different humanoid-only bone structures to make them compatible. In a moment, we will see how to enable this feature.

Now that we understand the basics behind skinned meshes, let's see how we can get the model's assets with bones and animations.



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