The Beginner’s Guide to Animation in Unity (v5 to v2020+)

The Beginner’s Guide to Animation in Unity (v5 to v2020+)

English | MP4 | AVC 1280×720 | AAC 44KHz 2ch | 64 lectures (11h 19m) | 6.36 GB

Your ultimate guide to Unity’s Mecanim covering keyframes, curves, inverse kinematics, strafe sets, blending and more.

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 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
  • 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.

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.
Table of Contents

Introduction
1 Welcome
2 Join the H3D Student Community
3 Contacting H3D
4 FAQs
5 Installation
6 Unitys Windows
7 D Navigation
8 External Resources
9 Fixing Model Issues
10 Physics Bounce

Press Play
11 Why Animation Works
12 The Principles of Animation
13 Keyframes
14 The Animation Window Part 1
15 The Animation Window Part 2
16 Curves
17 Local and World Space
18 Squash Challenge

States and Transitions
19 The Animator
20 Triggering Animation States Part 1
21 Triggering Animation States Part 2
22 Trigger Challenge Part 1
23 Trigger Challenge Part 2

The Bare Bones
24 Bones Joints and Rigs
25 Importing Animations from 3D Software
26 Generic Animations
27 Animation Cycles
28 Generic Animations and Avatars
29 Making a Humanoid
30 Animating a Humanoid
31 Animating and Rigging with Mixamo
32 Importing Mixamo to Unity

Runtime Control
33 A Simple Character Controller
34 Transitioning Between Walking and Idle Animations
35 Walking In a Straight Line
36 Jumping
37 Simple Blending of Animation Transitions
38 Humanoid Root Motion Challenge Part 1
39 Humanoid Root Motion Challenge Part 2

Triggering Animations
40 Triggering Animations with Colliders
41 Triggering Animations By Clicking Part 1
42 Triggering Animations By Clicking Part 2
43 Triggering Animations By Clicking Part 3
44 Jumping and Climbing Part 1
45 Editing Read Only Animations
46 Jumping and Climbing Part 2
47 Jumping and Climbing Part 3
48 Jumping and Climbing Part 4
49 Jumping and Climbing Part 5

Blend Shapes
50 Introducing Blendshapes
51 Creating Blendshapes
52 Blendshapes for Facial Animation
53 Blend Tree Basics
54 Strafe Sets Part 1
55 Strafe Sets Part 2

Inverse Kinematics
56 Using Inverse Kinematics
57 Making A Dynamic Animated Character
58 Using IK to Pickup and Hold an Object

Final Project
59 Project Specifications
60 Project Solution Part 1
61 Project Solution Part 2
62 Project Solution Part 3

Final Words
63 Final Words
64 Where to now

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