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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
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