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The animations will be provided by the "Raw Mocap Data" package provided by Unity Technologies as it contains an assortment of really great animation clips. To start off we'll create the animator controller, not to be confused with the Animation Window. The animator window controls animation states for use in Mecanim.
Create a new state in the animator window by right clicking and selecting a new empty state. Change the name to "idle" as this will hold our idle animation clip. We'll go over the different settings in the animation clip and how to change the length and the looping settings. The default animation clip we'll be using is the right length and perfect looping for our purposes. So we'll add that into our animation state.
We'll discuss what Foot IK will do for our character and why it'll improve the realism of the animation clips. For this video we'll add in one more animation of our character kneeling down for the purposes of showing you how to create transitions. The transitions will be important to understand as they will be used a lot between the multitude of animation clips you'll want to use.
Since there are only two animations we have no need to create new parameters and will only be using "exit time" as our only condition. Exit time just ensures that the animation clip in it's entirely is played before it transitions into a new clip. We'll also show you how to increase the transition between two different animations and finish off by creating another transition from our crouch animation to our idle animation.
In the next video we'll go more in depth with scripting animations and also discuss how to use parameters and layers.