Unite 2016 - Mecanim Bonsai: Lessons from Firewatch and ReCore
Using real-world examples from Firewatch and Recore, this talk goes through what it takes to make shipping quality animation controllers in Mecanim. It explains how to set up a First-Person character with full body awareness and how the team at Armature set up their AI to work with a variety of body types. It also shows the use of Animation Events, how to extend them with ScriptableBehaviors, and how to structure a Mecanim graph that has to last years.
William Armstrong - Unity Technologies
Пікірлер: 33
I had to watch this several times, and take notes on paper, to really get all the great details to sink in! I learnt the most when literally drawing the different Mecanim layers down on paper, and really thinking about how they are set up, etc. Phewf! Lots to understand. :D
@Unity - this was an incredibly valuable. There were a few advanced options that I'd like to see expanded on. Specifically OverrideControllers and clamping. So much of this went by so quickly though. Perhaps this can be explored in a Unity live training session? Something a little longer and technically detailed.
This entire video is absolute solid gold. Thanks, William!
Excellent presentation! was looking a lot for these tips
Was afraid I wasnt going to find this talk, so glad I did.
One of the best talks I have seen, brilliant stuff! Thank you
Some excellent stuff covered here. Nice, thank you!
Excellent workflows, thanks for sharing.
This was incredibly useful.
Valuable info. Just what I needed!
Wonderful talk! Thank you so much for the help
Thank you very much...I have learned lot of things.
13:24 unity needs to address this!
@rodolforubens
7 жыл бұрын
somehow..
@farfi55
3 жыл бұрын
I know your comment is 3 years old but still... I would think something like an animations array where you chose using a parameter, so like a blend tree but without the interpolation
@Tharindu87
3 жыл бұрын
@@farfi55 I think we could use script to changed the animation in an animator state now, using an override controller. You can have the actual animation contained in the item game object and inject it into the animator state during runtime. It's valuable over the mess that's shown here. No disrespect to the author of that tree though. They did what they could with what they had.
@jdigi78
3 жыл бұрын
Just use a float with a blend tree and set each motion in the tree to a different whole number
@pRoFlT
3 жыл бұрын
okay 5 years now? but why not just create a scriptable object with animation info. drop into a script with a list. pick which animation to play and animator.play(scriptable object reference)? Why create this mess of animations ugh so much of a pain. Only thing im not sure is if you get blend doing it this way?? there must be a better way than what they did.
Saved my bacon. Thank you.
is there a book explaining this ?
Hey, why does my empty state with no motion create an animation duration/ freeze as it decides the conditions, how to fix it?
This whole mess is the reason I don't use a lot of Animator transitions. It's just... prone to chaos.
I really wish Animator Controller Parameters supported enum.
why didnt they use ik for grabing stuff? like scripted animation
what about 2d?
Thats would be a virtual being
this tutorials only works for the main player. having this for all ais will be very slow
So imagine this as an ai npc with ml agent and a GPT-3 or GPT-NEO
Nightmare
@789blablajaja7
Жыл бұрын
"Mecanim is Visual scripting. By the way, here is our equivalent of a 41 entries long if-else chain."
Why does he call it Mecanim and not Mecanim.
@sugaristhenewwhite
3 жыл бұрын
They are both the same thing?
@sicfxmusic
2 жыл бұрын
I'm quite sure he said Mecanim and not Mecanim.