Index
Page numbers followed by f indicates a figure and t indicates a table.
A
Animating Tater, 139–152
in Blender, 143–152
cyclic animation, 145–149
exporting FBX, 149–152
Unity’s animation data works, 142–143
keyframe compression and reduction, 143f
reuse animations on different characters, 143, 144f
using FBX, 140–142
multiple clips versus one clip per file, 140–142
Animation Clips, 141
ARM central processing unit (CPU), 2–7
B
Batching, 5–7
dynamic batching, 5–6
Static batching, 6–7
Beast, 189
Beast Lightmapping, 189–209, 189f
adjusting lightmaps, 203–209
adding grime to maps, 206–209
color grading maps, 204–206
autogenerate UVs, 192
Beast and HDR, 190
Beast settings, 200–203
custom settings, 201–203
lightmap UVs, ...
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