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Hello all, so I’ve been working for Unity Technologies for the past 10 months and I have finally got round to posting my first blog entry! I recently traveled over to Gotland (an island off the coast of east Sweden) to give a lecture to some of the happy games development students out there. Anyway, before my brain melts due to the near incomprehensible possibilities that the Animation View offers, I’d like to note that I would really appreciate feedback on the video and on the Animation View itself. I have a third person character and I want to him to be able to vault over a short wall to the other side. I created the actual animation in Max as in-place animation and then using the animation view in Unity I moved him in actual space (to climb up a head-level obstacle). We are aware of some issues with video playback in the resources section and some button display wierdness in firefox, we are working on a fixing this so in the meantime I’d advise watching on Vimeo. To start receiving news from Unity Technologies, click on the link we've sent to your e-mail account. I’d suspect that this is about as strange as movie news is going to get today, and here we go.

Neil Blomkamp is already working on his third feature, Chappie, a scifi comedy that will follow up his impending Elysium.
Either your eyes just glazed over or your brain just exploded, and it all depends on if you’re familiar with the bug-fuck crazy South African rap duo Die Antwoord. Props to Paul C  on the boards spotting this several days ago on a site I’m not capable of reading. It works fine but the problem is that forward is a hard-coded value (according to the animation view) and it is not player-relative. I got suggestions to make the character a child of an object and then use the character controller on that object but I am afraid that would require a lot of re-work and may introduce problems with the locomotion system. It is quite tricky to get it right through code and so if I determine a good looking climbing animation through the animation view and actually move the character controller to end at the top then I can play this animation every time.
I’ve been meaning to utilise the Animation View more and these videos serve as a good mix of a tutorial and inspiration. But why don’t you make the movies in the resource section directly downloadable, and leave the vimeo videos for people who want to watch them in the browser? Not only does it fill a gap in making an imported animation tweakable (much as a hierarchy of 3D objects is), but the animation events look rather powerful.

We’ve finally got a (great, if unsubtle) look at that film, and now Chappie is starting to shape up. That part of the talk is now being made available to everyone though the magic of video tutorials! Right now, I have a character object mesh which controls the body and a facial mesh that controls the facial animation.
Changing imported animations and adding events to them is something I was interested in, good to know that it can be done. But is there a way to call the facial animation from the body game object in the animation view editor?

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