وب سایت تخصصی شرکت فرین
دسته بندی دوره ها

3D Characters in Unity

سرفصل های دوره

Building a game with third-person and ai-driven non-player characters


1. Introduction
  • 1. Welcome
  • 2.1 Humanoids.zip
  • 2. Exercise Files.html

  • 2. Creating and Rigging Characters
  • 1. Using Autodesks Character Generator
  • 2. Creating characters with Adobe Fuse
  • 3. Auto-rigging with Adobe Mixamo
  • 4. Applying animation to rigged characters in Mixamo
  • 5. Importing an Autodesk character into Adobe Mixamo
  • 6. Selecting and animating a fantasy character within Mixamo
  • 7. Exploring commercial rigged and animated characters

  • 3. Setting the Scene
  • 1. Using Unity Hub to install the Unity Editor
  • 2. Configuring Unitys user interface
  • 3. Importing and setting up an architectural model
  • 4. Importing selected standard assets
  • 5. Rendering light map data for static objects

  • 4. Character Materials, Textures and Normal Maps
  • 1. Configuring packages
  • 2. Creating Cinemachine virtual cameras
  • 3. Importing a character into Unity
  • 4. Combining texture maps in Photoshop
  • 5. Shaders and render modes for eyes and eyelashes
  • 6. Configuring hair material and texture maps
  • 7. Combining textures with alpha channel using Gimp

  • 5. Third-Person Character Control
  • 1. Exploring an avatars bones and muscles
  • 2. Referencing a controller in the animator component
  • 3. Controlling the character with scripts and components
  • 4. Altering code to make the character walk by default
  • 5. Altering the script to walk and not run diagonally

  • 6. Configuring Characters and Cameras
  • 1. Set up Cinemachine FreeLook camera
  • 2. Fine-tune free look rigs
  • 3. Replacing animations in controller
  • 4. Integrating a death animation into controller
  • 5. Scripting death by falling
  • 6. Walking up stairs using colliders from hidden ramps

  • 7. Making Characters Easily Interchangeable
  • 1. Bringing in a new character
  • 2. Designing a third person player game object
  • 3. Connecting FreeLook camera to third person player
  • 4. Swapping out characters within the third person player
  • 5. Using legacy characters
  • 6. Using high quality commercial characters
  • 7. Making character prefabs and overrides

  • 8. Refining Look with Cinemachine Extensions
  • 1. Using the Cinemachine collider extension
  • 2. Setting up post-processing and anti-aliasing
  • 3. Configuring post-processing effects

  • 9. Animating Stationary Characters
  • 1. Commercial animated stationary characters
  • 2. Custom animated stationary characters
  • 3. Providing seating for an animated character
  • 4. Cropping an animation on humanoid rig

  • 10. Making Non-Player Characters Artificially Intelligent
  • 1. Bring in a new character to be driven by Ai
  • 2. Configuring components on Ai character
  • 3. Building and refining the nav mesh
  • 4. Getting agents to climb stairs
  • 5. Creating off-mesh links
  • 6. Making nav mesh obstacles
  • 7. Implementing high-cost areas for the Ai
  • 8. Abstracting NPC for use with other skins & avatars

  • 11. Converting the Simulation into a Game
  • 1. Outlining the goal of the game
  • 2. Getting the NPC to chase the Player
  • 3. Getting a hold of the Players Animator through code
  • 4. Logging NPCs collision with Player to console
  • 5. Stopping the NPC and killing the Player
  • 6. Offsetting the death animation
  • 7. Allowing NPC to take leap with off-mesh link

  • 12. Building a User Interface
  • 1. Adding user interface with canvases and buttons
  • 2. Toggling defeat canvas on when NPC collides with Player
  • 3. Differentiating between victory and defeat in code
  • 4. Refining the NavMesh for fluid Ai movement
  • 5. Building a GameManager class and game object
  • 6. Connecting Restart buttons to setting bool Property true

  • 13. Playing with Game Controllers
  • 1. Connecting controller and testing in game
  • 2. Mapping the Fire2 axis to run
  • 3. Mapping the Fire1 axis to crouch
  • 4. Mapping analogue stick to Cinemachine FreeLook camera
  • 5. Fine tuning how analog game stick controls camera

  • 14. Conclusion
  • 1. Building and playing standalone game
  • 2.1 Scott Training.html
  • 2. Bonus Lecture
  • 139,000 تومان
    بیش از یک محصول به صورت دانلودی میخواهید؟ محصول را به سبد خرید اضافه کنید.
    افزودن به سبد خرید
    خرید دانلودی فوری

    در این روش نیاز به افزودن محصول به سبد خرید و تکمیل اطلاعات نیست و شما پس از وارد کردن ایمیل خود و طی کردن مراحل پرداخت لینک های دریافت محصولات را در ایمیل خود دریافت خواهید کرد.

    ایمیل شما:
    تولید کننده:
    مدرس:
    شناسه: 31698
    حجم: 4144 مگابایت
    مدت زمان: 379 دقیقه
    تاریخ انتشار: ۶ فروردین ۱۴۰۳
    طراحی سایت و خدمات سئو

    139,000 تومان
    افزودن به سبد خرید