Q & A: BEARCOWBOY – Charlotte Seeker

Hi Warriors! I have a treat for you today! I was talking to a few of my friends who are using Mecanim in their current game project, and I thought it would be really cool to share their work with everyone in a new Q & A format. I hope you enjoy this little interview, and if you’d like to see more content like this coming from active developers be sure to let us know in the comments. 🙂

logo_short

dan

Dan Hernbrott, BEARCOWBOY

And now let me introduce BEARCOWBOY, an LLC made up of talented developers Dan Hernbrott (@hernbot) and Joseph Hogwood (@JRPGKing). They are currently working on their game Charlotte Seeker, which I encourage you to support via their Charlotte Seeker Kickstarter. (Hurry! It’s nearly over!) I spoke with Dan about their work, and here’s what he had to say.

Read the rest of this entry »

Quick Tips on using animations within the Animation Tree

Although apart of the MecWarriors is to demonstrate Mecanims features and how to use them, I like to occasionally like to write some short tips on the features of Mecanim. This particular feature is to show you some quick shortcuts on using animation within the Animation Tree.

Read the rest of this entry »


Generic Rig Setting

So far, we’ve set up our characters with a humanoid rig setting, which is convenient because our characters have been human. But more than likely, you’ll create a non-humanoid creature for a scene or game. In previous posts I mentioned a few of the features in the Humanoid setting differs from the Generic Setting. In this post, I’m briefly going to discuss setting up a character using the Generic Rig Setting. And I’ve conveniently found a pretty nice dog rig which can be found here.

(Creative Crash offers various other rigs to choose from if you ever want to animate something but aren’t that savvy with character modeling.)

Read the rest of this entry »