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3D Characters in Unity_1

  • DESIGN
  • Mar 07, 2025
Synopsis3D Characters in Unity, available at $64.99, has an average r...
3D Characters in Unity_1  No.1

3D Characters in Unity, available at $64.99, has an average rating of 4.8, with 74 lectures, based on 55 reviews, and has 365 subscribers.

You will learn about Unity Autodesk Character Generator Adobe Fuse Adobe Mixamo C# scripting, no experience required This course is ideal for individuals who are Beginners curious about how to create, rig, animate, control and play with third-person and ai-driven characters in Unity. It is particularly useful for Beginners curious about how to create, rig, animate, control and play with third-person and ai-driven characters in Unity.

Enroll now: 3D Characters in Unity

Summary

Title: 3D Characters in Unity

Price: $64.99

Average Rating: 4.8

Number of Lectures: 74

Number of Published Lectures: 74

Number of Curriculum Items: 74

Number of Published Curriculum Objects: 74

Original Price: $24.99

Quality Status: approved

Status: Live

What You Will Learn

  • Unity
  • Autodesk Character Generator
  • Adobe Fuse
  • Adobe Mixamo
  • C# scripting, no experience required
  • Who Should Attend

  • Beginners curious about how to create, rig, animate, control and play with third-person and ai-driven characters in Unity.
  • Target Audiences

  • Beginners curious about how to create, rig, animate, control and play with third-person and ai-driven characters in Unity.
  • 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.

    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!

    Course Curriculum

    Chapter 1: Introduction

    Lecture 1: Welcome

    Lecture 2: Exercise Files

    Chapter 2: Creating and Rigging Characters

    Lecture 1: Using Autodesks Character Generator

    Lecture 2: Creating characters with Adobe Fuse

    Lecture 3: Auto-rigging with Adobe Mixamo

    Lecture 4: Applying animation to rigged characters in Mixamo

    Lecture 5: Importing an Autodesk character into Adobe Mixamo

    Lecture 6: Selecting and animating a fantasy character within Mixamo

    Lecture 7: Exploring commercial rigged and animated characters

    Chapter 3: Setting the Scene

    Lecture 1: Using Unity Hub to install the Unity Editor

    Lecture 2: Configuring Unitys user interface

    Lecture 3: Importing and setting up an architectural model

    Lecture 4: Importing selected standard assets

    Lecture 5: Rendering light map data for static objects

    Chapter 4: Character Materials, Textures and Normal Maps

    Lecture 1: Configuring packages

    Lecture 2: Creating Cinemachine virtual cameras

    Lecture 3: Importing a character into Unity

    Lecture 4: Combining texture maps in Photoshop

    Lecture 5: Shaders and render modes for eyes and eyelashes

    Lecture 6: Configuring hair material and texture maps

    Lecture 7: Combining textures with alpha channel using Gimp

    Chapter 5: Third-Person Character Control

    Lecture 1: Exploring an avatars bones and muscles

    Lecture 2: Referencing a controller in the animator component

    Lecture 3: Controlling the character with scripts and components

    Lecture 4: Altering code to make the character walk by default

    Lecture 5: Altering the script to walk and not run diagonally

    Chapter 6: Configuring Characters and Cameras

    Lecture 1: Set up Cinemachine FreeLook camera

    Lecture 2: Fine-tune free look rigs

    Lecture 3: Replacing animations in controller

    Lecture 4: Integrating a death animation into controller

    Lecture 5: Scripting death by falling

    Lecture 6: Walking up stairs using colliders from hidden ramps

    Chapter 7: Making Characters Easily Interchangeable

    Lecture 1: Bringing in a new character

    Lecture 2: Designing a third person player game object

    Lecture 3: Connecting FreeLook camera to third person player

    Lecture 4: Swapping out characters within the third person player

    Lecture 5: Using legacy characters

    Lecture 6: Using high quality commercial characters

    Lecture 7: Making character prefabs and overrides

    Chapter 8: Refining Look with Cinemachine Extensions

    Lecture 1: Using the Cinemachine collider extension

    Lecture 2: Setting up post-processing and anti-aliasing

    Lecture 3: Configuring post-processing effects

    Chapter 9: Animating Stationary Characters

    Lecture 1: Commercial animated stationary characters

    Lecture 2: Custom animated stationary characters

    Lecture 3: Providing seating for an animated character

    Lecture 4: Cropping an animation on humanoid rig

    Chapter 10: Making Non-Player Characters Artificially Intelligent

    Lecture 1: Bring in a new character to be driven by Ai

    Lecture 2: Configuring components on Ai character

    Lecture 3: Building and refining the nav mesh

    Lecture 4: Getting agents to climb stairs

    Lecture 5: Creating off-mesh links

    Lecture 6: Making nav mesh obstacles

    Lecture 7: Implementing high-cost areas for the Ai

    Lecture 8: Abstracting NPC for use with other skins & avatars

    Chapter 11: Converting the Simulation into a Game

    Lecture 1: Outlining the goal of the game

    Lecture 2: Getting the NPC to chase the Player

    Lecture 3: Getting a hold of the Players Animator through code

    Lecture 4: Logging NPCs collision with Player to console

    Lecture 5: Stopping the NPC and killing the Player

    Lecture 6: Offsetting the death animation

    Lecture 7: Allowing NPC to take leap with off-mesh link

    Chapter 12: Building a User Interface

    Lecture 1: Adding user interface with canvases and buttons

    Lecture 2: Toggling defeat canvas on when NPC collides with Player

    Lecture 3: Differentiating between victory and defeat in code

    Lecture 4: Refining the NavMesh for fluid Ai movement

    Lecture 5: Building a GameManager class and game object

    Lecture 6: Connecting Restart buttons to setting bool Property true

    Chapter 13: Playing with Game Controllers

    Lecture 1: Connecting controller and testing in game

    Lecture 2: Mapping the Fire2 axis to run

    Lecture 3: Mapping the Fire1 axis to crouch

    Lecture 4: Mapping analogue stick to Cinemachine FreeLook camera

    Lecture 5: Fine tuning how analog game stick controls camera

    Chapter 14: Conclusion

    Lecture 1: Building and playing standalone game

    Lecture 2: Bonus Lecture

    Instructors

  • 3D Characters in Unity_1  No.2
    Scott Onstott
    Author | Filmmaker | Designer | Developer | Teacher | Artist
  • Rating Distribution

  • 1 stars: 2 votes
  • 2 stars: 2 votes
  • 3 stars: 4 votes
  • 4 stars: 17 votes
  • 5 stars: 30 votes
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