Create Character
Create Character
Modelling
This is the process of creating your own humanoid mesh in a 3D modelling package - 3DSMax,
Maya, Blender, etc. Although this is a whole subject in its own right, there are a few guidelines
you can follow to ensure a model works well with animation in a Unity project.
Observe a sensible topology. The exact nature of a "sensible" structure for your mesh is rather
subtle but generally, you should bear in mind how the vertices and triangles of the model will
be distorted as it is animated. A poor topology will not allow the model to move without
unsightly distortion of the mesh. A lot can be learned by studying existing 3D character meshes
to see how the topology is arranged and why.
Be mindful of the scale of your mesh. Do a test import and compare the size of your imported
model with a "meter cube" (the standard Unity cube primitive has a side length of one unit, so
it can be taken as a 1m cube for most purposes). Check the units your 3D package is using and
adjust the export settings so that the size of the model is in correct proportion to the cube.
Unless you are careful, it is easy to create models
without any notion of their scale and consequently end
up with a set of objects that are disproportionate in size
when they are imported into Unity.
Arrange the mesh so that the character's feet are
standing on the local origin or "anchor point" of the
model. Since a character typically walks upright on a
floor, it is much easier to handle if its anchor point (ie, its
transform position) is directly on that floor.
Model in a T-pose if you can. This will help allow space
to refine polygon detail where you need it (e.g.
underarms). This will also make it easier to position your
rig inside the mesh.
Clean up your model. Where possible, cap holes, weld
verts and remove hidden faces, this will help with
skinning, especially automated skinning processes.
Rigging
This is the process of creating a skeleton of joints to control the movements of your model.3D
packages provide a number of ways to create joints for your humanoid rig. These range from
ready-made biped skeletons that you can scale to fit your mesh, right through to tools for
individual bone creation and parenting to create your own bone structure. Although the details
are outside the scope of Unity, here are some general
guidelines:
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Skinning
This is the process of attaching the mesh to the skeleton
Skinning involves binding vertices in your mesh to bones,
either directly (rigid bind) or with blended influence to a
number of bones (soft bind). Different software
packages use different methods, eg, assigning individual
vertices and painting the weighting of influence per
bone onto the mesh. The initial setup is typically
automated, say by finding the nearest influence or using
"heatmaps". Skinning usually requires a fair amount of
work and testing with animations in order to ensure
satisfactory results for the skin deformation. Some
general guidelines for this process include:
Using an automated process initially to set up some of the skinning (see relevant tutorials on
3DMax, Maya, etc.)
Creating a simple animation for your rig or importing some animation data to act as a test for
the skinning. This should give you a quick way to evaluate whether or not the skinning looks
good in motion.
Incrementally editing and refining your skinning solution.
Sticking to a maximum of four influences when using a soft bind, since this is the maximum
number that Unity will handle. If more than four influences affect part of the mesh then at least
some information will be lost when playing the animation in Unity.
Splitting Animations
An animated character typically has a number of different movements that are activated in the
game in different circumstances. These movements are called Animation Clips. For example,
we might have separate animation clips for walking, running, jumping, throwing, dying, etc.
Depending on the way the model was animated, these separate movements might be imported
as distinct animation clips or as one single clip where each movement simply follows on from
the previous one. In cases where there is only a single clip, the clip must be split into its
component animation clips within Unity, which will involve some extra steps in your workflow.