« Big In Japan - Playstation Mobile Sales Data | Main | Message from Perforce Visual Client - client 'yourclient' has no root usable from host 'yourhost' »

January 10, 2013


Scott Petrovic

Great post. I actually didn't realize you could access the animations directly by calling Animator.StringToHash( "Layer.Animation" ). I was logging the animation state and assigning the hash manually. lol. For creating an avatar, one thing I found really helpful is to get an amature set up in your 3d package so Mecanim can automatically map all of the bones. Assigning all of the bones manually is pretty tedious. Keep up the good work!


Seems Unity 4 is a great improvement over Unity 3. Think they definitely did a great job! :-)

Verify your Comment

Previewing your Comment

This is only a preview. Your comment has not yet been posted.

Your comment could not be posted. Error type:
Your comment has been posted. Post another comment

The letters and numbers you entered did not match the image. Please try again.

As a final step before posting your comment, enter the letters and numbers you see in the image below. This prevents automated programs from posting comments.

Having trouble reading this image? View an alternate.


Post a comment

Your Information

(Name is required. Email address will not be displayed with the comment.)

Jamie's Bragging Rights

  • Spider-Man 2
    The best superhero games of all time Game Informer
    Top five games of all time Yahtzee Croshaw
    Top five superhero games of all time MSNBC
    Top 100 PS2 games of all time Official Playstation 2 Magazine
    1001 Games You Must Play Before You Die Nomination for Excellence in Gameplay Engineering Academy of Interactive Arts & Sciences
  • Schizoid
    Penny Arcade PAX 10 Award
    Nominated for XBLA Best Original Game
    Nominated for XBLA Best Co-Op Game