1. Preface This article will introduce the design and production of character modeling and animation in third-person game design. 2. Character Characters in games are usually composed of models and animations. 1. Model The model of a character in a game can be simply divided into models, materials, light and shadow. Because I am a game designer who prefers programming, I tend to focus on materials and design when it comes to modeling. The difficulty usually encountered in modeling is how to generate the model. Unless you do it yourself, you have to find materials. 2. Animation In the production of 3D games, animation is much more complex than models. In addition to matching the animation with the actions of the game simulation, there are multiple projects that need to be taken care of, including animation clips, animation controllers, skeletons, motion, blending, blending trees, and layers. There are also many tips to think about in each project. 3. Models Models are basically divided into self-made and materials. There are many free and paid materials on the Unity Assets Store. If you just want to make games without making a profit, there are more second-generation or fan-made models to choose from, which can also attract related traffic. 1. Model (Model) The number of faces is an important concept of the model. If the game only has humanoid characters, then you don’t need to care too much about the number of faces. If the game is full of humanoid characters, you need to think about whether the number of faces of the model will affect the game. efficacy. Most novice developers or small game developers won’t need to think about this, but it will make a difference when testing. 2. Material (Material) The material selection of the model is a big subject, including color, refraction, transparency and other items that can be designed, and many material pictures such as material patterns, reflective images, and concave and convex images can be optimized. Regarding material design, it can basically be divided into two directions, which are more realistic or more cartoon-oriented. Their respective focuses will be different from the above-mentioned production design. 3. Light and shadow (Light) We encountered a problem when making an anime-style game. We used Viror to model the game, and the related plug-in package could not use light and shadow for unknown reasons, causing the character to be very bright. After testing, it was found that the degree of light and shadow consumption is very low, so when designing models and materials, remember to take the absorption and reflection of light and shadow into consideration. 4. For animated third-person games, the appearance of the character is very important. If it is a third-person action game, the combination of character animation and controller is even more important. Next, we will briefly introduce some knowledge you need to know to make Unity third-person animation. with concepts. 1. Animation Clip In Unity, the unit and file format of each animation is Animation Clip. In a single animation file, you can adjust the animation playback frame, speed, mode, cycle, etc., each Three-person action games are made by combining, connecting, and layering animation clips one after another. 2. Controller (Animation Controller) A controller (Controller) needs to be placed in the animation editor (Animator). Each controller manages the editing of different animation clips, and the connection and speed of each other are stored in the controller. When animating only the timeline, there is no need to consider controller placement. 3. Skeleton (Avatar) The core file of animation is the skeleton. Matching skeletons can connect the animations of different models. Special skeletons can allow animations to make the most suitable actions. In the third-person controller, a little bit of animation The change or swing amplitude will have a great impact on the experience, and the skeleton is the support and node. 4. Motion (Motion) When animation needs to drive the operation of the program, Motion will be checked for animation design. This is rarely done in third-person controllers, but a game animation produced with Motion will be completely suitable. scene, but there will be many obstacles in controlling and producing it, so it is more suitable for pure animation and game types. 5. Blending (Blend) A line will appear when the animation clips are connected with each other, moving from one animation clip to another. This process is called blending. There are many settings for blending, including start, end, and blending speed. , animation offset, etc., blending is the core concept of animation. 6. Blend Tree (BlendTree) In the third-person controller, idle, walking, running, and sprinting are the core operations. Mixing a well-adjusted animation with an animation clip will be very time-consuming, so the blend tree appears, changing from linear to Everything from plane changes to the effects of different parameters on animation blending can all be produced using blending trees. 7. Layer (Layer) When making animation, if the character’s upper body needs to shoot and the lower body needs to run or walk, using independent animation clips will result in many permutations and combinations; using layers can allow the upper and lower body skeletons to have different effects. For animation, use the upper layer to cover the lower layer, and plan the use of each other’s skeleton. 8. Physical simulation (Simu) When the player moves, the clothes or cloth will simulate movement as the player moves. This is not an animation. It is more like letting the skeleton simulate physical collision. Unity has an official cloth plug-in, and the store also sells magic. Cloth simulation or physics simulation related to clothing can be used. 5. Mixamo If you just want to play third-person games or practice your skills, in addition to looking for resources in the store, you can also use Mixamo, Adobe’s free website, which is very suitable for novices. It seems to be a website used by Adobe to promote its own brand. 1. Free The animation and model can be freely used in commercial or non-commercial works. If you create a relatively complete thing, you don’t have to worry too much. 2. There are many models to choose from in modeling, ranging from fantasy to realistic characters. 3. There are many animations that can be used in animation. By combining and cutting various animations, it should be possible to assemble prototypes or concept animations for any game production and development. 6. Postscript I have been procrastinating writing this article for almost a month, and my mental state has been very bad recently. In addition to being busy with my master’s degree and project issues, I felt very tired and wanted to rest. It was not what I wanted to force my team members to produce, so I could only work hard on my own and hope that there would be a good product in the end, which would be great.
#Unity #Person #Controller #Design #Character