Udemy - The Beginner's Guide to Animation in Unity (v5 to v2018+)
WEBRip | English | MP4 + Project files | 1280 x 720 | AVC ~2812 kbps | 30 fps
AAC | 192 Kbps | 48.0 KHz | 2 channels | ~11 hours | 2.84 GB
Genre: Video Tutorial
Your ultimate guide to Unity's Mecanim covering keyframes, curves, inverse kinematics, strafe sets, blending and more.
The Beginner's Guide to Animation in Unity with Mecanim is for animators and Unity practitioners who want to bring their characters to life in a game environment and want to learn the ins and outs of the mecanim system. You don't need to be able to model or animate in external packages as all models and animations are provided. All aspects of animation in Unity are covered from physics, key framing, curves, forward and inverse kinematics, animation state machines and working with third party assets. Students will be introduced to elementary code, in C#, that is essential for making dynamic animations and triggers to control character behaviour at run time.
In this course, Penny teaches all the invaluable skills you will require to begin animating your own game characters in Unity using her internationally acclaimed teaching style and knowledge from over 25 years working with games and computer graphics.
Updated to cover Unity Versions 5 to 2018+ the course now contains 5 hours of extra content with:
new challenges and projects,
blending animations to create strafe sets,
adjusting curves,
designing a character and the placing of motion capture with free third-party tools.
Learn how to animate and work with:
the mecanim timeline,
curve and keyframe editors,
animation events that trigger code,
root motion,
imported animations created in third party packages, and
animation state machines.
Contents and Overview
The course begins with the very basics of the Unity interface and progresses to an in-depth examination of all the mecanim components including the Animation, Animator, DopeSheet and Curve windows.The majority of lectures are follow-along, hands-on workshops in which the student will explore a variety of animation techniques from creating a simple bouncing ball through to a complex animation for a wall climbing character. Animated models and starter projects are included for students who are not confident in creating their own. By the end of this course, the student will have thoroughly explored the functionality of the mecanim system, under the instruction of an internationally recognised professor, and be well on their way to developing snippets of code to control all aspects of 3d game animation.
Who this course is for:
This course is for those interested in a thorough understanding of the Unity Mecanim system. It is suitable for beginner game developers and animators as well as well seasoned animators wanting to import their work into games.
This course is not for those wanting to learn to program in Unity.
What you'll learn
create animations from scratch using the Unity Mecanim system and place them onto game objects.
import third party animated assets into Unity and setup animation controllers.
write C# code to dynamically control animations through user interaction.
explore the use of inverse kinematics in humanoid rigs.
create complex animation sequences and blends dynamically controlled by the user at runtime.
Content:
-Press Play
01:34:44
Introduction
Preview04:59
FAQs
02:12
Why does animation work?
Preview03:37
The Principles of Animation
Preview04:34
Animation Theory
10 questions
The Unity Interface: Part 1
19:46
The Unity Interface: Part 2
19:58
The Unity Interface: Using External Resources
17:25
Animating with the Physics System
19:35
Physics Challenge
02:38
-The Mecanim System
02:21:50
Timelines, Keyframes and Tweening
03:01
The Animation Window Part 1
18:57
The Animation Window Part 2
16:35
Keyframe Challenge
06:47
Curves
15:20
Animating in Local and World Positions
19:55
The Animator Window: States and Transitions
Preview12:58
Triggering Animation States Part 1
12:03
Triggering Animation States Part 2
13:18
Triggering Challenge Part 1
18:03
Triggering Challenge Part 2
04:53
-The Bare Bones of Animated Models
01:40:44
Understanding Bones, Joints and Rigs
06:23
Importing Animations from 3D Software
01:06
Creating a Humanoid Character with Adobe Fuse
09:05
Exporting Fuse Characters into Mixamo
02:58
Animating a Character in Mixamo
19:12
Working with Multiple Imported Animations
06:28
Creating Walk/Idle Controls for a 3rd Person Character Part 1
18:02
Creating Walk/Idle Controls for a 3rd Person Character Part 2
17:10
Rig Types: Generic versus Humanoid
10:41
Adding a Jump Animation
09:39
-Working with Humanoid Rigs
01:17:36
Understanding Root Motion in Humanoids
10:39
Using Root Motion to Create A Dance Sequence
Preview12:37
Creating a Drive Script Incorporating Root Motion
13:24
Including Physics with Animations
11:12
Humanoid Root Motion Challenge Part 1
19:02
Humanoid Root Motion Challenge Part 2
10:42
-Triggering Animations
02:07:01
Triggering Animations with Colliders
Preview15:06
Triggering Animations By Clicking Part 1
08:29
Triggering Animations By Clicking Part 2
19:51
Triggering Animations By Clicking Part 3
15:31
Jumping and Climbing Part 1
19:59
Editing Read Only Animations
02:50
Jumping and Climbing Part 2
11:25
Jumping and Climbing Part 3
08:21
Jumping and Climbing Part 4
16:07
Jumping and Climbing Part 5
09:22
-Blend Shapes
44:00
Introducing Blendshapes
08:13
Creating Blendshapes
00:15
Blendshapes for Facial Animation
05:08
Blend Tree Basics
11:09
Strafe Sets Part 1
16:00
Strafe Sets Part 2
03:15
-Inverse Kinematics
39:37
Using Inverse Kinematics to Manipulate Humanoid Joints: An Introduction.
13:07
Making an animated character dynamically look at an object
06:31
Using IK to Pickup and Hold an Object
19:59
-Final Project
49:03
Project Specifications
01:47
Project Solution Part 1
19:59
Project Solution Part 2
14:28
Project Solution Part 3
12:49
-Final Remarks
01:12
Final Comments From Penny
01:08
Legacy Solution Files
00:04
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Screenshots
Kod:
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