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    The Beginner'S Guide To Animation In Unity (V5 To V2020+)

    Posted By: ELK1nG
    The Beginner'S Guide To Animation In Unity (V5 To V2020+)

    The Beginner'S Guide To Animation In Unity (V5 To V2020+)
    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.
    Requirements
    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.
    Description
    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.

    Overview

    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.