Last updated 5/2022
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 6.36 GB | Duration: 11h 20m
Your ultimate guide to Unity's Mecanim covering keyframes, curves, inverse kinematics, strafe sets, blending and more.
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 set up 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.
Download the free version of the Unity Game Engine.
You do not need to be able to model or animate in an external package - all resources are provided.
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 2020 the course now contains 5 hours of extra content with:new challenges and projectsblending animations to create strafe setsadjusting curvesdesigning a character and the placing of motion capture with free third-party toolsLearn how to animate and work with:the mecanim timelinecurve and keyframe editorsanimation events that trigger coderoot motionimported animations created in third party packagesanimation state machinesContents and OverviewThe 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.
Section 1: Introduction
Lecture 1 Welcome
Lecture 2 Join the H3D Student Community
Lecture 3 Contacting H3D
Lecture 4 FAQs
Lecture 5 Installation
Lecture 6 Unity's Windows
Lecture 7 3D Navigation
Lecture 8 External Resources
Lecture 9 Fixing Model Issues
Lecture 10 Physics Bounce
Section 2: Press Play
Lecture 11 Why Animation Works
Lecture 12 The Principles of Animation
Lecture 13 Keyframes
Lecture 14 The Animation Window Part 1
Lecture 15 The Animation Window Part 2
Lecture 16 Curves
Lecture 17 Local and World Space
Lecture 18 Squash Challenge
Section 3: States and Transitions
Lecture 19 The Animator
Lecture 20 Triggering Animation States Part 1
Lecture 21 Triggering Animation States Part 2
Lecture 22 Trigger Challenge Part 1
Lecture 23 Trigger Challenge Part 2
Section 4: The Bare Bones
Lecture 24 Bones, Joints and Rigs
Lecture 25 Importing Animations from 3D Software
Lecture 26 Generic Animations
Lecture 27 Animation Cycles
Lecture 28 Generic Animations and Avatars
Lecture 29 Making a Humanoid
Lecture 30 Animating a Humanoid
Lecture 31 Animating and Rigging with Mixamo
Lecture 32 Importing Mixamo to Unity
Section 5: Runtime Control
Lecture 33 A Simple Character Controller
Lecture 34 Transitioning Between Walking and Idle Animations
Lecture 35 Walking In a Straight Line
Lecture 36 Jumping
Lecture 37 Simple Blending of Animation Transitions
Lecture 38 Humanoid Root Motion Challenge Part 1
Lecture 39 Humanoid Root Motion Challenge Part 2
Section 6: Triggering Animations
Lecture 40 Triggering Animations with Colliders
Lecture 41 Triggering Animations By Clicking Part 1
Lecture 42 Triggering Animations By Clicking Part 2
Lecture 43 Triggering Animations By Clicking Part 3
Lecture 44 Jumping and Climbing Part 1
Lecture 45 Editing Read Only Animations
Lecture 46 Jumping and Climbing Part 2
Lecture 47 Jumping and Climbing Part 3
Lecture 48 Jumping and Climbing Part 4
Lecture 49 Jumping and Climbing Part 5
Section 7: Blend Shapes
Lecture 50 Introducing Blendshapes
Lecture 51 Creating Blendshapes
Lecture 52 Blendshapes for Facial Animation
Lecture 53 Blend Tree Basics
Lecture 54 Strafe Sets Part 1
Lecture 55 Strafe Sets Part 2
Section 8: Inverse Kinematics
Lecture 56 Using Inverse Kinematics
Lecture 57 Making A Dynamic Animated Character
Lecture 58 Using IK to Pickup and Hold an Object
Section 9: Final Project
Lecture 59 Project Specifications
Lecture 60 Project Solution Part 1
Lecture 61 Project Solution Part 2
Lecture 62 Project Solution Part 3
Section 10: Final Words
Lecture 63 Final Words
Lecture 64 Where to now?
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.
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