Release date:2018, December

Duration:11 h 13 m

Author:Penny de Byl

Skill level:Intermediate

Language:English

Exercise files:Yes

What Will I 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.

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 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 is the target audience?

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.
Table of Contents

Press Play 01:32:33

Introduction 04:59

FAQs 00:01

Why does animation work? 03:37

The Principles of Animation 04:34

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 12:58

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 12:37

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 15:06

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

01. Press Play 01. Introduction 03. Why does animation work 04. The Principles of Animation 06. The Unity Interface Part 1 07. The Unity Interface Part 2 08. The Unity Interface Using External Resources 09. Animating with the Physics System 10. Physics Challenge

02. The Mecanim System 01. Timelines, Keyframes and Tweening 02. The Animation Window Part 1 03. The Animation Window Part 2 04. Keyframe Challenge 05. Curves 06. Animating in Local and World Positions 07. The Animator Window States and Transitions 08. Triggering Animation States Part 1 09. Triggering Animation States Part 2 10. Triggering Challenge Part 1 11. Triggering Challenge Part 2

03. The Bare Bones of Animated Models 01. Understanding Bones, Joints and Rigs 03. Creating a Humanoid Character with Adobe Fuse 04. Exporting Fuse Characters into Mixamo 05. Animating a Character in Mixamo 06. Working with Multiple Imported Animations 07. Creating WalkIdle Controls for a 3rd Person Character Part 1 08. Creating WalkIdle Controls for a 3rd Person Character Part 2 09. Rig Types Generic versus Humanoid 10. Adding a Jump Animation

04. Working with Humanoid Rigs 01. Understanding Root Motion in Humanoids 02. Using Root Motion to Create A Dance Sequence 03. Creating a Drive Script Incorporating Root Motion 04. Including Physics with Animations 05. Humanoid Root Motion Challenge Part 1 06. Humanoid Root Motion Challenge Part 2

05. Triggering Animations 01. Triggering Animations with Colliders 02. Triggering Animations By Clicking Part 1 03. Triggering Animations By Clicking Part 2 04. Triggering Animations By Clicking Part 3 05. Jumping and Climbing Part 1 06. Editing Read Only Animations 07. Jumping and Climbing Part 2 08. Jumping and Climbing Part 3 09. Jumping and Climbing Part 4 10. Jumping and Climbing Part 5

06. Blend Shapes 01. Introducing Blendshapes 03. Blendshapes for Facial Animation 04. Blend Tree Basics 05. Strafe Sets Part 1 06. Strafe Sets Part 2

07. Inverse Kinematics 01. Using Inverse Kinematics to Manipulate Humanoid Joints An Introduction. 02. Making an animated character dynamically look at an object 03. Using IK to Pickup and Hold an Object

08. Final Project 01. Project Specifications 02. Project Solution Part 1 03. Project Solution Part 2 04. Project Solution Part 3

09. Final Remarks 01. Final Comments From Penny

Project_Files.7z

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