Humanoid Characters in Unity

Course

Online

£ 10 VAT inc.

Description

  • Type

    Course

  • Methodology

    Online

  • Start date

    Different dates available

This course is for beginners who either have no experience or may have dabbled in Unity with characters and want clarity on how character creation, rigging, animation, finite state machines, character controller components, custom C# scripting, game controllers, Cinemachine, post-processing and much more comes together to make a playable game.The software that I use in the course is all available free including Unity personal edition, Microsoft Visual Studio Code, Autodesk Character Generator, Adobe Fuse, Adobe Mixamo, and free samples from RenderPeople. I happen to use Adobe Photoshop but you can use any image editor in the course including Gimp, which is free.Coordinating all of this is actually a lot easier than it sounds, but I'll take you step by step through this wide collection of topics and tools in the course of building a simulation which eventually evolves into a simple yet entertaining game.To take this course all you need is a Mac or a Windows computer. Let's get started!

Facilities

Location

Start date

Online

Start date

Different dates availableEnrolment now open

About this course

In this course you'll learn everything you need to know to create a simple puzzle/chase game employing a third person player character that you control and an enemy non player character that's controlled by an artificial intelligence. You'll create, rig, animate, control and play with third-person and ai-driven characters in Unity

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This centre's achievements

2021

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The average rating is higher than 3.7

More than 50 reviews in the last 12 months

This centre has featured on Emagister for 4 years

Subjects

  • Import
  • Export
  • 3D
  • Adobe
  • Autodesk
  • Maya training
  • 3d training
  • Animation
  • Windows
  • Options

Course programme

Introduction 2 lectures 01:21 Welcome Welcome by the instructor who discusses what this course is all about. Exercise Files Please download the zip archive and extract it to your Desktop for use in this course. Introduction 2 lectures 01:21 Welcome Welcome by the instructor who discusses what this course is all about. Exercise Files Please download the zip archive and extract it to your Desktop for use in this course. Welcome Welcome by the instructor who discusses what this course is all about. Welcome Welcome by the instructor who discusses what this course is all about. Welcome Welcome by the instructor who discusses what this course is all about. Welcome Welcome by the instructor who discusses what this course is all about. Welcome by the instructor who discusses what this course is all about. Welcome by the instructor who discusses what this course is all about. Exercise Files Please download the zip archive and extract it to your Desktop for use in this course. Exercise Files Please download the zip archive and extract it to your Desktop for use in this course. Exercise Files Please download the zip archive and extract it to your Desktop for use in this course. Exercise Files Please download the zip archive and extract it to your Desktop for use in this course. Please download the zip archive and extract it to your Desktop for use in this course. Please download the zip archive and extract it to your Desktop for use in this course. Creating and Rigging Characters 7 lectures 32:00 Using Autodesk's Character Generator In this video we use Autodesk's Character Generator to create and customize a free 3D human character. We adjust facial and body blend shapes, select hair style and color, and choose clothing for the character. We then export a FBX file for use in Unity. Creating characters with Adobe Fuse Here we create a unique human character using Adobe Fuse (beta). You see how to fine-tune the character's face, body, hair and clothes by dragging in the viewport and by dragging sliders that blend between many possible options. We save the native Fuse file locally. Auto-rigging with Adobe Mixamo Using Adobe Fuse, we export our character automatically into Adobe Mixamo with a few clicks. In Mixamo the auto-rigger builds a skeleton with constrained joints that fits within the skinned mesh created in Fuse. We then export the rigged character as an FBX file for Unity. Applying animation to rigged characters in Mixamo We use Mixamo to animate a rigged character. In this case we apply an animation clip called Standing Death Forward React to the character and export it as an FBX file for Unity. Importing an Autodesk character into Adobe Mixamo In this video we import a character created in Autodesk's Character Generator into Mixamo where it is rigged. We then download this rigged character in T-pose as an FBX file for Unity and rename the new asset to differentiate the skin-only and skin with skeleton files. Selecting and animating a fantasy character within Mixamo Mixamo has many of its own characters that you can animate and export. The advantage of using the Mixamo characters is that they include many unique fantasy, cartoon and monster characters that generally require advanced skills in 3ds Max or Maya to create. Exploring commercial rigged and animated characters We explore RenderPeople's posed, animated and rigged 3D scanned and texture-mapped from life people and download free samples for use in Unity. Creating and Rigging Characters. 7 lectures 32:00 Using Autodesk's Character Generator In this video we use Autodesk's Character Generator to create and customize a free 3D human character. We adjust facial and body blend shapes, select hair style and color, and choose clothing for the character. We then export a FBX file for use in Unity. Creating characters with Adobe Fuse Here we create a unique human character using Adobe Fuse (beta). You see how to fine-tune the character's face, body, hair and clothes by dragging in the viewport and by dragging sliders that blend between many possible options. We save the native Fuse file locally. Auto-rigging with Adobe Mixamo Using Adobe Fuse, we export our character automatically into Adobe Mixamo with a few clicks. In Mixamo the auto-rigger builds a skeleton with constrained joints that fits within the skinned mesh created in Fuse. We then export the rigged character as an FBX file for Unity. Applying animation to rigged characters in Mixamo We use Mixamo to animate a rigged character. In this case we apply an animation clip called Standing Death Forward React to the character and export it as an FBX file for Unity. Importing an Autodesk character into Adobe Mixamo In this video we import a character created in Autodesk's Character Generator into Mixamo where it is rigged. We then download this rigged character in T-pose as an FBX file for Unity and rename the new asset to differentiate the skin-only and skin with skeleton files. Selecting and animating a fantasy character within Mixamo Mixamo has many of its own characters that you can animate and export. The advantage of using the Mixamo characters is that they include many unique fantasy, cartoon and monster characters that generally require advanced skills in 3ds Max or Maya to create. Exploring commercial rigged and animated characters We explore RenderPeople's posed, animated and rigged 3D scanned and texture-mapped from life people and download free samples for use in Unity. Using Autodesk's Character Generator In this video we use Autodesk's Character Generator to create and customize a free 3D human character. We adjust facial and body blend shapes, select hair style and color, and choose clothing for the character. We then export a FBX file for use in Unity. Using Autodesk's Character Generator In this video we use Autodesk's Character Generator to create and customize a free 3D human character. We adjust facial and body blend shapes, select hair style and color, and choose clothing for the character. We then export a FBX file for use in Unity. Using Autodesk's Character Generator In this video we use Autodesk's Character Generator to create and customize a free 3D human character. We adjust facial and body blend shapes, select hair style and color, and choose clothing for the character. We then export a FBX file for use in Unity. Using Autodesk's Character Generator In this video we use Autodesk's Character Generator to create and customize a free 3D human character. We adjust facial and body blend shapes, select hair style and color, and choose clothing for the character. We then export a FBX file for use in Unity. In this video we use Autodesk's Character Generator to create and customize a free 3D human character. We adjust facial and body blend shapes, select hair style and color, and choose clothing for the character. We then export a FBX file for use in Unity. In this video we use Autodesk's Character Generator to create and customize a free 3D human character. We adjust facial and body blend shapes, select hair style and color, and choose clothing for the character. We then export a FBX file for use in Unity. Creating characters with Adobe Fuse Here we create a unique human character using Adobe Fuse (beta). You see how to fine-tune the character's face, body, hair and clothes by dragging in the viewport and by dragging sliders that blend between many possible options. We save the native Fuse file locally. Creating characters with Adobe Fuse Here we create a unique human character using Adobe Fuse (beta). You see how to fine-tune the character's face, body, hair and clothes by dragging in the viewport and by dragging sliders that blend between many possible options. We save the native Fuse file locally. Creating characters with Adobe Fuse Here we create a unique human character using Adobe Fuse (beta). You see how to fine-tune the character's face, body, hair and clothes by dragging in the viewport and by dragging sliders that blend between many possible options. We save the native Fuse file locally. Creating characters with Adobe Fuse Here we create a unique human character using Adobe Fuse (beta). You see how to fine-tune the character's face, body, hair and clothes by dragging in the viewport and by dragging sliders that blend between many possible options. We save the native Fuse file locally. Here we create a unique human character using Adobe Fuse (beta). You see how to fine-tune the character's face, body, hair and clothes by dragging in the viewport and by dragging sliders that blend between many possible options. We save the native Fuse file locally. Here we create a unique human character using Adobe Fuse (beta). You see how to fine-tune the character's face, body, hair and clothes by dragging in the viewport and by dragging sliders that blend between many possible options. We save the native Fuse file locally. Auto-rigging with Adobe Mixamo Using Adobe Fuse, we export our character automatically into Adobe Mixamo with a few clicks. In Mixamo the auto-rigger builds a skeleton with constrained joints that fits within the skinned mesh created in Fuse. We then export the rigged character as an FBX file for Unity. Auto-rigging with Adobe Mixamo Using Adobe Fuse, we export our character automatically into Adobe Mixamo with a few clicks. In Mixamo the auto-rigger builds a skeleton with constrained joints that fits within the skinned mesh created in Fuse. We then export the rigged character as an FBX file for Unity. Auto-rigging with Adobe Mixamo Using Adobe Fuse, we export our character automatically into Adobe Mixamo with a few clicks. In Mixamo the auto-rigger builds a skeleton with constrained joints that fits within the skinned mesh created in Fuse. We then export the rigged character as an FBX file for Unity. Auto-rigging with Adobe Mixamo Using Adobe Fuse, we export our character automatically into Adobe Mixamo with a few clicks. In Mixamo the auto-rigger builds a skeleton with constrained joints that fits within the skinned mesh created in Fuse. We then export the rigged character as an FBX file for Unity. Using Adobe Fuse, we export our character automatically into Adobe Mixamo with a few clicks. In Mixamo the auto-rigger builds a skeleton with constrained joints that fits within the skinned mesh created in Fuse. We then export the rigged character as an FBX file for Unity. Using Adobe Fuse, we export our character automatically into Adobe Mixamo with a few clicks. In Mixamo the auto-rigger builds a skeleton with constrained joints that fits within the skinned mesh created in Fuse. We then export the rigged character as an FBX file for Unity. Applying animation to rigged characters in Mixamo We use Mixamo to animate a rigged character. In this case we apply an animation clip called Standing Death Forward React to the character and export it as an FBX file for Unity. Applying animation to rigged characters in Mixamo We use Mixamo to animate a rigged character. In this case we apply an animation clip called Standing Death Forward React to the character and export it as an FBX file for Unity. Applying animation to rigged characters in Mixamo We use Mixamo to animate a rigged character. In this case we apply an animation clip called Standing Death Forward React to the character and export it as an FBX file for Unity. Applying animation to rigged characters in Mixamo We use Mixamo to animate a rigged character. In this case we apply an animation clip called Standing Death Forward React to the character and export it as an FBX file for Unity. We use Mixamo to animate a rigged character. In this case we apply an animation clip called Standing Death Forward React to the character and export it as an FBX file for Unity. We use Mixamo to animate a rigged character. In this case we apply an animation clip called Standing Death Forward React to the character and export it as an FBX file for Unity. Importing an Autodesk character into Adobe Mixamo In this video we import a character created in Autodesk's Character Generator into Mixamo where it is rigged. We then download this rigged character in T-pose as an FBX file for Unity and rename the new asset to differentiate the skin-only and skin with skeleton files. Importing an Autodesk character into Adobe Mixamo In this video we import a character created in Autodesk's Character Generator into Mixamo where it is rigged. We then download this rigged character in T-pose as an FBX file for Unity and rename the new asset to differentiate the skin-only and skin with skeleton files. Importing an Autodesk character into Adobe Mixamo In this video we import a character created in Autodesk's Character Generator into Mixamo where it is rigged. We then download this rigged character in T-pose as an FBX file for Unity and rename the new asset to differentiate the skin-only and skin with skeleton files. Importing an Autodesk character into Adobe Mixamo In this video we import a character created in Autodesk's Character Generator into Mixamo where it is rigged. We then download this rigged character in T-pose as an FBX file for Unity and rename the new asset to differentiate the skin-only and skin with skeleton files. In this video we import a character created in Autodesk's Character Generator into Mixamo where it is rigged. We then download this rigged character in T-pose as an FBX file for Unity and rename the new asset to differentiate the skin-only and skin with skeleton files. In this video we import a character created in Autodesk's Character Generator into Mixamo where it is rigged. We then download this rigged character in T-pose as an FBX file for Unity and rename the new asset to differentiate the skin-only and skin with skeleton files. Selecting and animating a fantasy character within Mixamo Mixamo has many of its own characters that you can animate and export. The advantage of using the Mixamo characters is that they include many unique fantasy, cartoon and monster characters that generally require advanced skills in 3ds Max or Maya to create ect window and the Animator is up to with the Scene and Asset Store windows. ...

Additional information

All you need is a Mac or Windows computer. All the software used in the course is free!

Humanoid Characters in Unity

£ 10 VAT inc.