Booking options
£12
£12
On-Demand course
6 hours 21 minutes
All levels
This comprehensive course on 3D Humanoid Characters in Unity will deepen your understanding on this topic.
After successful completion of this course you can acquire the required skills in this sector. This 3D Humanoid Characters in Unity comes with accredited certification from CPD, which will enhance your CV and make you worthy in the job market.
So enrol in this course today to fast track your career ladder.
You may have to take a quiz or a written test online during or after the course. After successfully completing the course, you will be eligible for the certificate.
There is no experience or previous qualifications required for enrolment on this 3D Humanoid Characters in Unity. It is available to all students, of all academic backgrounds.
Our 3D Humanoid Characters in Unity is fully compatible with PC's, Mac's, Laptop, Tablet and Smartphone devices. This course has been designed to be fully compatible with tablets and smartphones so you can access your course on Wi-Fi, 3G or 4G.
There is no time limit for completing this course, it can be studied in your own time at your own pace.
Learning this new skill will help you to advance in your career. It will diversify your job options and help you develop new techniques to keep up with the fast-changing world. This skillset will help you to-
Open doors of opportunities
Increase your adaptability
Keep you relevant
Boost confidence
And much more!
15 sections • 74 lectures • 06:21:00 total length
•Welcome: 00:01:00
•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: 00:02:00
•Selecting and animating a fantasy character within Mixamo: 00:04:00
•Exploring commercial rigged and animated characters: 00:03:00
•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
•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
•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
•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
•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
•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
•Commercial animated stationary characters: 00:08:00
•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
•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
•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
•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
•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
•Building and playing standalone game: 00:05:00
•Bonus: 00:01:00
•Assignment - 3D Humanoid Characters in Unity: 00:00:00
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