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3D Characters in Unity by Scott Onstott

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Release date:2019, July

Duration:06 h 18 m

Author:Scott Onstott

Skill level:Beginner

Language:English

Exercise files:Yes

In this course, you will learn everything you need to know to create a simple puzzle/chase game using a third-person player character that you control and an enemy non-player character controlled by artificial intelligence.

This course is designed for beginners who either have no experience or may have dabbled in Unity with characters and seek clarity on how character creation, rigging, animation, finite state machines, character controller components, custom C# scripting, game controllers, Cinemachine, post-processing, and more come together to create a playable game.

The software used in the course is all available for free, including Unity Personal Edition, Microsoft Visual Studio Code, Autodesk Character Generator, Adobe Fuse, Adobe Mixamo, and free samples from RenderPeople.

While I personally use Adobe Photoshop, you can use any image editor in the course, including Gimp, which is free. Coordinating all of this is actually easier than it sounds, and I will guide you step by step through this wide collection of topics and tools as we build a simulation that 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!

Watch online or Download for Free
01. Introduction

01. Welcome

02. Creating and Rigging Characters

01. Using Autodesks Character Generator
02. Creating characters with Adobe Fuse
03. Auto-rigging with Adobe Mixamo
04. Applying animation to rigged characters in Mixamo
05. Importing an Autodesk character into Adobe Mixamo
06. Selecting and animating a fantasy character within Mixamo
07. Exploring commercial rigged and animated characters

03. Setting the Scene

01. Using Unity Hub to install the Unity Editor
02. Configuring Unitys user interface
03. Importing and setting up an architectural model
04. Importing selected standard assets
05. Rendering light map data for static objects

04. Character Materials, Textures and Normal Maps

01. Configuring packages
02. Creating Cinemachine virtual cameras
03. Importing a character into Unity
04. Combining texture maps in Photoshop
05. Shaders and render modes for eyes and eyelashes
06. Configuring hair material and texture maps
07. Combining textures with alpha channel using Gimp

05. Third-Person Character Control

01. Exploring an avatars bones and muscles
02. Referencing a controller in the animator component
03. Controlling the character with scripts and components
04. Altering code to make the character walk by default
05. Altering the script to walk and not run diagonally

06. Configuring Characters and Cameras

01. Set up Cinemachine FreeLook camera
02. Fine-tune free look rigs
03. Replacing animations in controller
04. Integrating a death animation into controller
05. Scripting death by falling
06. Walking up stairs using colliders from hidden ramps

07. Making Characters Easily Interchangeable

01. Bringing in a new character
02. Designing a third person player game object
03. Connecting FreeLook camera to third person player
04. Swapping out characters within the third person player
05. Using legacy characters
06. Using high quality commercial characters
07. Making character prefabs and overrides

08. Refining Look with Cinemachine Extensions

01. Using the Cinemachine collider extension
02. Setting up post-processing and anti-aliasing
03. Configuring post-processing effects

09. Animating Stationary Characters

01. Commercial animated stationary characters
02. Custom animated stationary characters
03. Providing seating for an animated character
04. Cropping an animation on humanoid rig

10. Making Non-Player Characters Artificially Intelligent

01. Bring in a new character to be driven by Ai
02. Configuring components on Ai character
03. Building and refining the nav mesh
04. Getting agents to climb stairs
05. Creating off-mesh links
06. Making nav mesh obstacles
07. Implementing high-cost areas for the Ai
08. Abstracting NPC for use with other skins & avatars

11. Converting the Simulation into a Game

01. Outlining the goal of the game
02. Getting the NPC to chase the Player
03. Getting a hold of the Players Animator through code
04. Logging NPCs collision with Player to console
05. Stopping the NPC and killing the Player
06. Offsetting the death animation
07. Allowing NPC to take leap with off-mesh link

12. Building a User Interface

01. Adding user interface with canvases and buttons
02. Toggling defeat canvas on when NPC collides with Player
03. Differentiating between victory and defeat in code
04. Refining the NavMesh for fluid Ai movement
05. Building a GameManager class and game object
06. Connecting Restart buttons to setting bool Property true

13. Playing with Game Controllers

01. Connecting controller and testing in game
02. Mapping the Fire2 axis to run
03. Mapping the Fire1 axis to crouch
04. Mapping analogue stick to Cinemachine FreeLook camera
05. Fine tuning how analog game stick controls camera

14. Conclusion

01. Building and playing standalone game
02. Bonus Lecture

[Udemy] 3D Characters in Unity by Scott Onstott.7z

[Udemy] 3D Characters in Unity by Scott Onstott_Subtitles (2).7z

[Udemy] 3D Characters in Unity by Scott Onstott_Subtitles.7z


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