Hi all, so we’ve just got 4.0 out the door, so I made some time to remake my beta tutorial for Mecanim into a finished version for unity 4.0, please take a look -
any feedback very welcome - and for those of you waiting on our new tutorial area, as part of the Learn section we’re working on, we’ll put out a blog post about our progress next week and i’d like to thank you for your patience in waiting for this resource.
UPDATE!!
We now have a Beginner Animation series of tutorials you should watch instead of the above, as they’re much more up to date -
That’s incorrect, it’s in free also. Some features are restricted to Pro, like much of Unity, but the basic functionality of Mecanim is in free. As usual, check our license comparison for details here -
My patience wears thin Will
LOL I am kidding I just am excited to see what you have done with the Learn section since everything I look at, read, or watch that you have done has been so easy to follow and understand
Yes reposted - I made a similar tutorial for Mecanim when it was in Beta, this is now removed from youtube etc, and this one replaces it with the 4.0 workflow / better presentation (I hope!).
If you downloaded the project from the Asset store clicking on the tutorial folder will bring up the Tutorial-start file in the Asset dialog. Edit: oops I think the files are here http://files.unity3d.com/will/MecanimTute.zip
Went through the tute
windows 7 64bit
Would be great to see how we go from walk to run. I may have missed it but I couldn’t see how to impliment that from the vid.
Seemed like sometimes the video was cut when moving from function to function or calling scripts. These are things you have done a zillion times so its hard to spot.
Combination of left alt and space bar for the wave animation during laser shooting brings up application window functions in windows 7. It’s a native hotkey combination.
You have a very pleasant voice which makes it easy to follow the lesson and concentrate over a long period.
Thanks again.
Why is the grabitem wrench oriented differently in my model though? This looks like
the start of different weapon equipping, at least to a non-programmer.
@hike1 you’re presumably looking at the old tutorial which featured a wrench grab. It will be oriented differently in your ‘dark mysterious dude’ character because part of the process of picking up an object is orienting it to a transform attached to your hand bone in the character. Ensure the transform is in place, and rotated correctly if you’re trying to do this.
Very good explanation, however still do not understand the part of the inspector Gui when I put the pictures on the component to show the texture and does not appear to complete a pre-visualization. In Unity 3.5.6 this functionality is OK!
I also wondered why so use to see objects in the directional vectors are not equal to unity before? there is a function that I can change this?
Referring to the old ‘grabitem’ tutorial, at the 23:28 mark where the transition from Locomotion to Jump is shown, there are Jump conditions
called ‘if, if not, greater, less, exit time, equals, not equal’, which I’m not seeing in my inspector. Also the Kylerobot Locomotion to
Jump has ‘Jump-true’, which is because it’s a boolean, And also Speed greater than 0.5. This is working with the Kyle robot, but
no with my humanoid guy, I’m using a different jump animation, the transition plays in the preview window fine, any idea why
not in the game?
The check mark in animator window next to Jump, if checked means, ‘play this no matter what’?, when checked, jump plays when
I press the wkey.
Question about the animations… what’s the difference between the animations before, and the animations used in Mecanim? And how would one go to make ones work for Mecanim. I never touched animations in my life, so… if this is somehow common knowledge… I’d love to get in on that.
Hi,
I love your tutorials and books! Thanks for this one, it is very easy to follow. Couple of things though, I can’t find the walk forward and turn animations in the list of assets. And I think you may need to add in something about setting the animations up from scratch. I imported them into my project and created a fellow (as a placeholder for more appropriate animations coming) and I went to crop the animation clips but the center of mass was not staying with the model and I could only see the character turning in one direction. After a while searching I found the mirror check box and that I had to not only set the models “type” to humanoid but also that of the animation. I might just be slow but I think that is something that should be covered.