ABSTRACT

In Chapter 6, we completed the rig for Tater and talked about creating cyclic animations, i.e., a run or walk cycle. In this chapter on animation, we’re going to take a look at some advanced topics such as working with Blender’s Nonlinear Action Editor (NLA) to create Actions that can be used in conjunction with Animation Layers and Additive-Blending in Unity iOS. We’re also going to discuss how you can utilize Blender’s Bullet Physics Engine to procedurally animate a game object.