Module 01: Introduction |
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Welcome |
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00:01:00 |
Module 02: Creating and Rigging Characters |
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Using Autodesk’s Character Generator |
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00:09:00 |
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Creating characters with Adobe Fuse |
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00:08:00 |
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Auto-rigging with Adobe Mixamo |
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00:03:00 |
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Applying animation to rigged characters in Mixamo |
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00:03:00 |
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Importing an Autodesk character into Adobe Mixamo |
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00:03:00 |
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Selecting and animating a fantasy character within Mixamo |
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00:04:00 |
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Exploring commercial rigged and animated characters |
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00:03:00 |
Module 03: Setting the Scene |
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Using Unity Hub to install the Unity Editor |
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00:06:00 |
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Configuring Unity’s user interface |
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00:04:00 |
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Importing and setting up an architectural model |
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00:07:00 |
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Importing selected standard assets |
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00:05:00 |
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Rendering lightmap data for static objects |
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00:05:00 |
Module 04: Character Materials, Textures and Normal Maps |
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Configuring packages |
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00:03:00 |
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Creating Cinemachine virtual cameras |
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00:08:00 |
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Importing a character into Unity |
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00:06:00 |
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Combining texture maps in Photoshop |
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00:09:00 |
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Shaders and render modes for eyes and eyelashes |
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00:05:00 |
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Configuring hair material and texture maps |
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00:05:00 |
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Combining textures with alpha channel using Gimp |
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00:05:00 |
Module 05: Third-Person Character Control |
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Exploring an avatar’s bones and muscles |
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00:05:00 |
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Referencing a controller in the animator component |
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00:07:00 |
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Controlling the character with scripts and components |
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00:07:00 |
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Altering code to make the character walk by default |
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00:06:00 |
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Altering the script to walk and not run diagonally |
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00:05:00 |
Module 06: Configuring Characters and Cameras |
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Set up Cinemachine FreeLook camera |
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00:03:00 |
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Fine-tune free look rigs |
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00:07:00 |
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Replacing animations in controller |
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00:07:00 |
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Integrating a death animation into controller |
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00:07:00 |
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Scripting death by falling |
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00:05:00 |
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Walking upstairs using colliders from hidden ramps |
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00:05:00 |
Module 07: Making Characters Easily Interchangeable |
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Bringing in a new character |
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00:04:00 |
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Designing a third person player game object |
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00:06:00 |
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Connecting FreeLook camera to third person player |
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00:03:00 |
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Swapping out characters within the third person player |
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00:03:00 |
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Using legacy characters |
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00:06:00 |
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Using high quality commercial characters |
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00:07:00 |
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Making character prefabs and overrides |
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00:06:00 |
Module 08: Refining Look with Cinemachine Extensions |
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Using the Cinemachine collider extension |
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00:06:00 |
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Setting up post-processing and anti-aliasing |
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00:04:00 |
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Configuring post-processing effects |
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00:06:00 |
Module 09: Animating Stationary Characters |
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Commercial animated stationary characters |
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00:07:00 |
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Custom animated stationary characters |
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00:06:00 |
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Providing seating for an animated character |
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00:04:00 |
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Cropping an animation on humanoid rig |
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00:06:00 |
Module 10: Making Non-Player Characters Artificially Intelligent |
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Bring in a new character to be driven by Ai |
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00:04:00 |
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Configuring components on Ai character |
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00:04:00 |
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Building and refining the nav mesh |
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00:05:00 |
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Getting agents to climb stairs |
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00:03:00 |
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Creating off-mesh links |
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00:03:00 |
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Making nav mesh obstacles |
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00:06:00 |
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Implementing high-cost areas for the Ai |
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00:06:00 |
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Abstracting NPC for use with other skins & avatars |
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00:06:00 |
Module 11: Converting the Simulation into a Game |
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Outlining the goal of the game |
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00:03:00 |
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Getting the NPC to chase the Player |
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00:03:00 |
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Getting a hold of the Player’s Animator through code |
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00:08:00 |
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Logging NPC’s collision with Player to console |
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00:06:00 |
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Stopping the NPC and killing the Player |
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00:07:00 |
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Offsetting the death animation |
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00:03:00 |
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Allowing NPC to take leap with off-mesh link |
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00:07:00 |
Module 12: Building a User Interface |
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Adding user interface with canvases and buttons |
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00:09:00 |
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Toggling defeat canvas on when NPC collides with Player |
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00:04:00 |
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Differentiating between victory and defeat in code |
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00:09:00 |
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Refining the NavMesh for fluid Ai movement |
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00:03:00 |
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Building a GameManager class and game object |
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00:08:00 |
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Connecting Restart buttons to setting bool Property true |
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00:05:00 |
Module 13: Playing with Game Controllers |
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Connecting controller and testing in game |
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00:01:00 |
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Mapping the Fire2 axis to run |
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00:07:00 |
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Mapping the Fire1 axis to crouch |
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00:05:00 |
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Mapping analogue stick to Cinemachine FreeLook camera |
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00:05:00 |
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Fine tuning how analog game stick controls camera |
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00:05:00 |
Module 14: Conclusion |
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Building and playing standalone game |
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00:05:00 |
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Bonus |
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00:01:00 |
Assignment |
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Assignment – 3D Humanoid Characters in Unity |
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00:00:00 |