Cutscenes with Mecanim

Warriors! I have for you a brand new video tutorial on how to make cutscenes running with Mecanim! This is the longest video on our site yet, clocking in about 1 hour, so I recommend making sure you have the time to sit it out. As usual, if you have any questions for me just jump in and leave me a comment down below. As usual, here’s a Unity package file for you to download if you’d like to work along with the video.

Unity_Logo_small

[Cutscenes With Mecanim]

Github repo (all projects): The MecWarriors Github

I look forward to hearing from everyone. Happy coding!


Scripting Root Motion

Hey, Warriors! It’s Adam here again, and today I’m going to show you how to set up a root motion animation system in your code.

How I feel when I know something cool.

Me when I think I know something cool.

In previous posts where I’ve gone over the fundamentals of setting up humanoid animation systems, I focused on creating character motion using both the standard Third Person Controller script and the root motion option in the Animator component.

As you may have discovered in those posts, these systems definitely have a few flaws that make them a little hard to work with at times. The TPC script is quite old and isn’t really meant to work with Mecanim which causes various headaches, and relying on root motion to determine your character’s movement means including unnecessary animation work early on in your development schedules. You can’t truly test a root motion-based movement system without some animations set up to make it work, and this means focusing on animation during your prototyping phases, which may not be a good option.

But fear not, Warriors! There is yet another way to control the awesome power that is Mecanim, and by the end of this post you’ll be using your home-brewed character controllers to control some of the more negative aspects that come with using a root motion system to move your characters around. Grab the example package, and let’s get on our way!

Unity_Logo_small  [Scripting_RootMotion]

Credit where credit is due: I had a run-in with Robert Lanciault (Mecanim creator!) at GDC 2014, and he showed me this method of scripting root motion. I guess it was always an option, but I’d never run across it before. You can find the original Unity example in the Mecanim Example Scenes package on the Asset Store (Nav Mesh example).

Read the rest of this entry »


2D Animation, Part 4 – Code Explanation

Previously on the site we hosted a guest series on 2D animation in Mecanim written by game artist Jonathan Ferriter. In Part 3 of the series, Jon showed us how take our 2D animations and implement them in the Unity engine using the two scripts provided in the post and titled Jump.cs and Move.cs.

In that third video, Jon sort of skims through the makeup of these scripts and doesn’t take the time to explain how they actually work, so I wanted to write this post in order to discuss them further. While writing this post I’ve gone through both scripts, learned how they work, and written comments in them so you might better understand their systems. You can download the updated scripts from this link.

Unity_Logo_small  Guest_JonFerriter_2DAnimation

Aside: I had a hard time tracking down the origin of these two scripts, and I can tell they’ve just been thrown haphazardly around the internet as the ‘quick solution’. So there might be a much better way to do all of this. Of course they work, but consider this a word of caution.

Read the rest of this entry »