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Learn how to make a genuine difference in your life by taking our popular 3D Humanoid Characters in Unity Course. Our commitment to online learning and our technical experience has been put to excellent use within the content of these educational modules. By enrolling today, you can take your knowledge of 3D Humanoid Characters in Unity to a whole new level and quickly reap the rewards of your study in the field you have chosen.
We are confident that you will find the skills and information that you will need to succeed in this area and excel in the eyes of others. Do not rely on substandard training or half-hearted education. Commit to the best, and we will help you reach your full potential whenever and wherever you need us.
Please note that 3D Humanoid Characters in Unity provides valuable and significant theoretical training for all. However, it does not offer official qualifications for professional practice. Always check details with the appropriate authorities or management.
By completing the training in 3D Humanoid Characters in Unity, you will be able to significantly demonstrate your acquired abilities and knowledge of 3D Humanoid Characters in Unity. This can give you an advantage in career progression, job applications, and personal mastery in this area.
This course is designed to provide an introduction to 3D Humanoid Characters in Unity and offers an excellent way to gain the vital skills and confidence to start a successful career. It also provides access to proven educational knowledge about the subject and will support those wanting to attain personal goals in this area. Full-time and part-time learners are equally supported, and the study periods are entirely customisable to your needs.
Once you have completed all the modules in the 3D Humanoid Characters in Unity course, you can assess your skills and knowledge with an optional assignment. Our expert trainers will assess your assignment and give you feedback afterwards.
Show off Your New Skills with a Certification of Completion
The learners have to successfully complete the assessment of this 3D Humanoid Characters in Unity course to achieve the CPD accredited certificate. Digital certificates can be ordered for only £10. Learners can purchase printed hard copies inside the UK for £29, and international students can purchase printed hard copies for £39.
Module 01: Introduction | |||
Welcome | 00:01:00 | ||
Module 02: Creating and Rigging Characters | |||
Using Autodesk’s Character Generator | 00:09:00 | ||
Creating characters with Adobe Fuse | 00:08:00 | ||
Auto-rigging with Adobe Mixamo | 00:03:00 | ||
Applying animation to rigged characters in Mixamo | 00:03:00 | ||
Importing an Autodesk character into Adobe Mixamo | 00:03:00 | ||
Selecting and animating a fantasy character within Mixamo | 00:04:00 | ||
Exploring commercial rigged and animated characters | 00:03:00 | ||
Module 03: Setting the Scene | |||
Using Unity Hub to install the Unity Editor | 00:06:00 | ||
Configuring Unity’s user interface | 00:04:00 | ||
Importing and setting up an architectural model | 00:07:00 | ||
Importing selected standard assets | 00:05:00 | ||
Rendering lightmap data for static objects | 00:05:00 | ||
Module 04: Character Materials, Textures and Normal Maps | |||
Configuring packages | 00:03:00 | ||
Creating Cinemachine virtual cameras | 00:08:00 | ||
Importing a character into Unity | 00:06:00 | ||
Combining texture maps in Photoshop | 00:09:00 | ||
Shaders and render modes for eyes and eyelashes | 00:05:00 | ||
Configuring hair material and texture maps | 00:05:00 | ||
Combining textures with alpha channel using Gimp | 00:05:00 | ||
Module 05: Third-Person Character Control | |||
Exploring an avatar’s bones and muscles | 00:05:00 | ||
Referencing a controller in the animator component | 00:07:00 | ||
Controlling the character with scripts and components | 00:07:00 | ||
Altering code to make the character walk by default | 00:06:00 | ||
Altering the script to walk and not run diagonally | 00:05:00 | ||
Module 06: Configuring Characters and Cameras | |||
Set up Cinemachine FreeLook camera | 00:03:00 | ||
Fine-tune free look rigs | 00:07:00 | ||
Replacing animations in controller | 00:07:00 | ||
Integrating a death animation into controller | 00:07:00 | ||
Scripting death by falling | 00:05:00 | ||
Walking upstairs using colliders from hidden ramps | 00:05:00 | ||
Module 07: Making Characters Easily Interchangeable | |||
Bringing in a new character | 00:04:00 | ||
Designing a third person player game object | 00:06:00 | ||
Connecting FreeLook camera to third person player | 00:03:00 | ||
Swapping out characters within the third person player | 00:03:00 | ||
Using legacy characters | 00:06:00 | ||
Using high quality commercial characters | 00:07:00 | ||
Making character prefabs and overrides | 00:06:00 | ||
Module 08: Refining Look with Cinemachine Extensions | |||
Using the Cinemachine collider extension | 00:06:00 | ||
Setting up post-processing and anti-aliasing | 00:04:00 | ||
Configuring post-processing effects | 00:06:00 | ||
Module 09: Animating Stationary Characters | |||
Commercial animated stationary characters | 00:07:00 | ||
Custom animated stationary characters | 00:06:00 | ||
Providing seating for an animated character | 00:04:00 | ||
Cropping an animation on humanoid rig | 00:06:00 | ||
Module 10: Making Non-Player Characters Artificially Intelligent | |||
Bring in a new character to be driven by Ai | 00:04:00 | ||
Configuring components on Ai character | 00:04:00 | ||
Building and refining the nav mesh | 00:05:00 | ||
Getting agents to climb stairs | 00:03:00 | ||
Creating off-mesh links | 00:03:00 | ||
Making nav mesh obstacles | 00:06:00 | ||
Implementing high-cost areas for the Ai | 00:06:00 | ||
Abstracting NPC for use with other skins & avatars | 00:06:00 | ||
Module 11: Converting the Simulation into a Game | |||
Outlining the goal of the game | 00:03:00 | ||
Getting the NPC to chase the Player | 00:03:00 | ||
Getting a hold of the Player’s Animator through code | 00:08:00 | ||
Logging NPC’s collision with Player to console | 00:06:00 | ||
Stopping the NPC and killing the Player | 00:07:00 | ||
Offsetting the death animation | 00:03:00 | ||
Allowing NPC to take leap with off-mesh link | 00:07:00 | ||
Module 12: Building a User Interface | |||
Adding user interface with canvases and buttons | 00:09:00 | ||
Toggling defeat canvas on when NPC collides with Player | 00:04:00 | ||
Differentiating between victory and defeat in code | 00:09:00 | ||
Refining the NavMesh for fluid Ai movement | 00:03:00 | ||
Building a GameManager class and game object | 00:08:00 | ||
Connecting Restart buttons to setting bool Property true | 00:05:00 | ||
Module 13: Playing with Game Controllers | |||
Connecting controller and testing in game | 00:01:00 | ||
Mapping the Fire2 axis to run | 00:07:00 | ||
Mapping the Fire1 axis to crouch | 00:05:00 | ||
Mapping analogue stick to Cinemachine FreeLook camera | 00:05:00 | ||
Fine tuning how analog game stick controls camera | 00:05:00 | ||
Module 14: Conclusion | |||
Building and playing standalone game | 00:05:00 | ||
Ambulance Maintenance | 00:28:00 | ||
Assignment | |||
Assignment – 3D Humanoid Characters in Unity | 00:00:00 |
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