Course Curriculum
- 15 sections
- 74 lectures
- 6 hours, 21 minutes total length
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Welcome00:01:00
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Using Autodesk’s Character Generator00:09:00
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Creating characters with Adobe Fuse00:08:00
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Auto-rigging with Adobe Mixamo00:03:00
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Applying animation to rigged characters in Mixamo00:03:00
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Importing an Autodesk character into Adobe Mixamo00:02:00
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Selecting and animating a fantasy character within Mixamo00:04:00
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Exploring commercial rigged and animated characters00:03:00
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Using Unity Hub to install the Unity Editor00:06:00
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Configuring Unity’s user interface00:04:00
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Importing and setting up an architectural model00:07:00
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Importing selected standard assets00:05:00
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Rendering lightmap data for static objects00:05:00
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Configuring packages00:03:00
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Creating Cinemachine virtual cameras00:08:00
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Importing a character into Unity00:06:00
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Combining texture maps in Photoshop00:09:00
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Shaders and render modes for eyes and eyelashes00:05:00
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Configuring hair material and texture maps00:05:00
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Combining textures with alpha channel using Gimp00:05:00
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Exploring an avatar’s bones and muscles00:05:00
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Referencing a controller in the animator component00:07:00
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Controlling the character with scripts and components00:07:00
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Altering code to make the character walk by default00:06:00
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Altering the script to walk and not run diagonally00:05:00
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Set up Cinemachine FreeLook camera00:03:00
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Fine-tune free look rigs00:07:00
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Replacing animations in controller00:07:00
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Integrating a death animation into controller00:07:00
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Scripting death by falling00:05:00
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Walking upstairs using colliders from hidden ramps00:05:00
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Bringing in a new character00:04:00
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Designing a third person player game object00:06:00
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Connecting FreeLook camera to third person player00:03:00
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Swapping out characters within the third person player00:03:00
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Using legacy characters00:06:00
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Using high quality commercial characters00:07:00
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Making character prefabs and overrides00:06:00
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Using the Cinemachine collider extension00:06:00
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Setting up post-processing and anti-aliasing00:04:00
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Configuring post-processing effects00:06:00
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Commercial animated stationary characters00:08:00
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Custom animated stationary characters00:06:00
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Providing seating for an animated character00:04:00
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Cropping an animation on humanoid rig00:06:00
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Bring in a new character to be driven by Ai00:04:00
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Configuring components on Ai character00:04:00
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Building and refining the nav mesh00:05:00
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Getting agents to climb stairs00:03:00
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Creating off-mesh links00:03:00
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Making nav mesh obstacles00:06:00
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Implementing high-cost areas for the Ai00:06:00
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Abstracting NPC for use with other skins & avatars00:06:00
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Outlining the goal of the game00:03:00
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Getting the NPC to chase the Player00:03:00
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Getting a hold of the Player’s Animator through code00:08:00
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Logging NPC’s collision with Player to console00:06:00
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Stopping the NPC and killing the Player00:07:00
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Offsetting the death animation00:03:00
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Allowing NPC to take leap with off-mesh link00:07:00
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Adding user interface with canvases and buttons00:09:00
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Toggling defeat canvas on when NPC collides with Player00:04:00
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Differentiating between victory and defeat in code00:09:00
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Refining the NavMesh for fluid Ai movement00:03:00
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Building a GameManager class and game object00:08:00
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Connecting Restart buttons to setting bool Property true00:05:00
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Connecting controller and testing in game00:01:00
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Mapping the Fire2 axis to run00:07:00
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Mapping the Fire1 axis to crouch00:05:00
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Mapping analogue stick to Cinemachine FreeLook camera00:05:00
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Fine tuning how analog game stick controls camera00:05:00
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Building and playing standalone game00:05:00
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Bonus00:01:00
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Assignment – 3D Humanoid Characters in Unity