Some of you may have started playing around with Adobe’s new creation, Character Animator. If not, I’d suggest you check it out – it makes character animation a breeze.
However, if you’ve tried creating your own characters, you have may run into problems getting them to animate how you’d want. Here are some handy tips on getting it right:
Dragging limbs skews the whole character
If you’ve got this problem, you’ve probably got the wrong ‘mesh shape’ for your character. You will almost always want a ‘contour’ mesh shape, but Character Animator (by default) tries to detect whether it should use a rectangular mesh for your character’s ‘rubber sheet’, or a mesh which hugs the contours of you character.
See the images below for how to fix this: Limbs do not move like they have a bone structure
If you’ve added ‘mousetrack/draggable left/right hand’ anchors, but the characters arms are more like that of an octopus than a human, then you need to add some elbow and shoulder anchors:
The feet move slightly when you tilt your head
Although the rest of the character may be set up correctly, you’ll probably want to ensure that your character’s feet stay firmly on the ground – at least while you are simply moving the head/arms. You can fix this easily from with Character Animator, by adding a couple of ‘fixed’ pins into each foot (and ideally ankle too):
Hopefully, that’ll help you solve some of the most common problems encountered in Character Animator. If there’s something specific you think I should tackle, let me know…
Just looking through some old work and found a banner I had created years ago. I know, I know, a banner – but, as banners go, it’s rather awesome 🙂
I created this for the BBC, to advertise a game related to one of their TV shows. It employs some pretty clever maths to animate some creepy vines which actually reach out to ‘grab’ your mouse cursor – have a play!
You can now enroll for the beta testing programme for my forthcoming mobile game, HerdyLand. Initially just for Android, I’ll be focusing on responding to feedback to improve the game before I crank out the iOS version. As you’ll see, it’s not complete, but playable enough to provide feedback I hope. If you’d like to give it a try and leave feedback, I’d appreciate it:
Is your Unity project using UnityAds? Did you just update to Unity 5? Are you now seeing an error when trying to build for Android? The read on…
Unity 5 now includes in-built support for UnityAds, without requiring the UnityAds plugin from the Asset Store. As such, if you’ve previously imported the plugin, Unity might complain. It may simply be fixable by choosing Assets > Reimport All (which might make Unity realise it should ‘ignore imported version’ of UnityAds). Continue reading How to fix build error with UnityAds after upgrading to Unity 5→
Mobile devices are becoming more and more powerful. However, not all your users will have high-end mobile devices, so you should keep a low-powered device handy for testing the performance of your games. If you follow the usual advice for mobile devices (use low-poly models, minimal lights, few effects and static objects where possible) you’ll be OK on most devices, but you may be caught out on some devices – resulting in annoyed users. Here are a few tricks to try if you still need to improve the performance of your Unity game. Continue reading Boosting Unity performance on mobile devices→