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.
The Beginner's Guide to Animation in Unity with Mecanim is foranimators and Unity practitionerswho want to bring their characters to life in a game environment andwant to learn the ins and outs ofthe mecanim system. You don't need to be able to model oranimate in external packages as all models and animations are provided.All aspects of animation in Unity arecovered from physics, key framing, curves, forward and inverse kinematics, animation state machines and working with third party assets. Students will be introduced to elementarycode, in C#, that is essentialfor 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 charactersin Unityusing her internationally acclaimed teaching style andknowledge from over 25 years working with games and computergraphics.
Updated to cover Unity Versions 5 to 2020 the course nowcontains 5 hours of extra content with:
new challenges and projects
blending animations to create strafe sets
adjusting curves
designing a character and theplacing ofmotion capture with free third-party tools
Learn how to animateand 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-recognisedprofessor,and be well on their way to developing snippets of code to control all aspects of 3dgame animation.