Course Curriculum
- 15 sections
- 30 lectures
- 00:00:00 total length
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Welcome
00:01:00
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Using Autodesk’s Character Generator
00:09:00 -
Creating characters with Adobe Fuse
00:08:00 -
Auto-rigging with Adobe Mixamo
00:03:00 -
Applying animation to rigged characters in Mixamo
00:03:00 -
Importing an Autodesk character into Adobe Mixamo
00:02:00 -
Selecting and animating a fantasy character within Mixamo
00:04:00 -
Exploring commercial rigged and animated characters
00:03:00
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Using Unity Hub to install the Unity Editor
00:06:00 -
Configuring Unity’s user interface
00:04:00 -
Importing and setting up an architectural model
00:07:00 -
Importing selected standard assets
00:05:00 -
Rendering lightmap data for static objects
00:05:00
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Configuring packages
00:03:00 -
Creating Cinemachine virtual cameras
00:08:00 -
Importing a character into Unity
00:06:00 -
Combining texture maps in Photoshop
00:09:00 -
Shaders and render modes for eyes and eyelashes
00:05:00 -
Configuring hair material and texture maps
00:05:00 -
Combining textures with alpha channel using Gimp
00:05:00
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Exploring an avatar’s bones and muscles
00:05:00 -
Referencing a controller in the animator component
00:07:00 -
Controlling the character with scripts and components
00:07:00 -
Altering code to make the character walk by default
00:06:00 -
Altering the script to walk and not run diagonally
00:05:00
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Set up Cinemachine FreeLook camera
00:03:00 -
Fine-tune free look rigs
00:07:00 -
Replacing animations in controller
00:07:00 -
Integrating a death animation into controller
00:07:00 -
Scripting death by falling
00:05:00 -
Walking upstairs using colliders from hidden ramps
00:05:00
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Bringing in a new character
00:04:00 -
Designing a third person player game object
00:06:00 -
Connecting FreeLook camera to third person player
00:03:00 -
Swapping out characters within the third person player
00:03:00 -
Using legacy characters
00:06:00 -
Using high quality commercial characters
00:07:00 -
Making character prefabs and overrides
00:06:00
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Using the Cinemachine collider extension
00:06:00 -
Setting up post-processing and anti-aliasing
00:04:00 -
Configuring post-processing effects
00:06:00
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Commercial animated stationary characters
00:08:00 -
Custom animated stationary characters
00:06:00 -
Providing seating for an animated character
00:04:00 -
Cropping an animation on humanoid rig
00:06:00
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Bring in a new character to be driven by Ai
00:04:00 -
Configuring components on Ai character
00:04:00 -
Building and refining the nav mesh
00:05:00 -
Getting agents to climb stairs
00:03:00 -
Creating off-mesh links
00:03:00 -
Making nav mesh obstacles
00:06:00 -
Implementing high-cost areas for the Ai
00:06:00 -
Abstracting NPC for use with other skins & avatars
00:06:00
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Outlining the goal of the game
00:03:00 -
Getting the NPC to chase the Player
00:03:00 -
Getting a hold of the Player’s Animator through code
00:08:00 -
Logging NPC’s collision with Player to console
00:06:00 -
Stopping the NPC and killing the Player
00:07:00 -
Offsetting the death animation
00:03:00 -
Allowing NPC to take leap with off-mesh link
00:07:00
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Adding user interface with canvases and buttons
00:09:00 -
Toggling defeat canvas on when NPC collides with Player
00:04:00 -
Differentiating between victory and defeat in code
00:09:00 -
Refining the NavMesh for fluid Ai movement
00:03:00 -
Building a GameManager class and game object
00:08:00 -
Connecting Restart buttons to setting bool Property true
00:05:00
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Connecting controller and testing in game
00:01:00 -
Mapping the Fire2 axis to run
00:07:00 -
Mapping the Fire1 axis to crouch
00:05:00 -
Mapping analogue stick to Cinemachine FreeLook camera
00:05:00 -
Fine tuning how analog game stick controls camera
00:05:00
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Building and playing standalone game
00:05:00 -
Bonus
00:01:00
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Assignment – 3D Humanoid Characters in Unity
00:00:00

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