Published on December 1, 2016 by Unity
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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

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2 Comments on "Unite 2016 – Mecanim Bonsai: Lessons from Firewatch and ReCore"

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Rodolfo Rubens
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Rodolfo Rubens
1 year 15 days ago

13:24 unity needs to address this!

Rodolfo Rubens
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Rodolfo Rubens
1 year 15 days ago

somehow..

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