Create a Third-Person Player Character Controller
Create a Third-Person Player Character Controller, available at $79.99, has an average rating of 4.5, with 46 lectures, based on 377 reviews, and has 3140 subscribers.
You will learn about How to rig and animate a 3D character from a pre-existing library of high quality, motion captured animations. How to create a state machine of character animations that are controlled via user input. How to implement the Unity Input System. How to use Cinemachine to create a character following camera. How to program from scratch a third-person player character controller for a game environment. This course is ideal for individuals who are Beginner game developers who don't necessarily have the skills to create their own character but are interested in alternative ways to use pre-existing models in their games. or 3D Modellers who want to learn how to animate their characters in Unity. or Anyone with Unity experience who wants to learn more about what is possible with the built in humanoid animation system. It is particularly useful for Beginner game developers who don't necessarily have the skills to create their own character but are interested in alternative ways to use pre-existing models in their games. or 3D Modellers who want to learn how to animate their characters in Unity. or Anyone with Unity experience who wants to learn more about what is possible with the built in humanoid animation system.
Enroll now: Create a Third-Person Player Character Controller
Summary
Title: Create a Third-Person Player Character Controller
Price: $79.99
Average Rating: 4.5
Number of Lectures: 46
Number of Published Lectures: 45
Number of Curriculum Items: 46
Number of Published Curriculum Objects: 45
Original Price: $44.99
Quality Status: approved
Status: Live
What You Will Learn
- How to rig and animate a 3D character from a pre-existing library of high quality, motion captured animations.
- How to create a state machine of character animations that are controlled via user input.
- How to implement the Unity Input System.
- How to use Cinemachine to create a character following camera.
- How to program from scratch a third-person player character controller for a game environment.
Who Should Attend
- Beginner game developers who don't necessarily have the skills to create their own character but are interested in alternative ways to use pre-existing models in their games.
- 3D Modellers who want to learn how to animate their characters in Unity.
- Anyone with Unity experience who wants to learn more about what is possible with the built in humanoid animation system.
Target Audiences
- Beginner game developers who don't necessarily have the skills to create their own character but are interested in alternative ways to use pre-existing models in their games.
- 3D Modellers who want to learn how to animate their characters in Unity.
- Anyone with Unity experience who wants to learn more about what is possible with the built in humanoid animation system.
Any self-respecting game developer knows that getting their third-person player character right is one of the fundamental keys to a great gaming experience. Not only this but the controller, once developed, can be transferred from one game to another, making the code reusable and scalable. In this course, you will learn how to put together your own third-person character from scratch using freely available 3D models and animations, which you will learn how to control with C# in Unity. The idea behind this course is to take students through a series of workshops with the necessary tools to help them make a character, animate a character and program a character without the need of being able to model or animate and gain an understanding of the third-person character controller pipeline.
This course uses Unity 2020.1 or 2020.2, Input System 1.0, and Cinemachine 2.6.3
Learn how to program and work with:
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3D Characters and Rigs
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Humanoid Avatars
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The Mecanim System
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Avatar Masks
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Animation Blend Trees
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Unity’s new Input System Package
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Unity’s Cinemachine Package for ‘Character Following’ Cameras
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Adobe’s Mixamo Service for Rigging and Animating 3D Characters
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Third-Person Character Controllers
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Mixing Root Motion with Physics Controls
What people are saying about Penny’s courses:
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Dr. Penny is a wonderful person and a true expert. All of her courses I’ve taken have been top notch and in my opinion there is no better teacher out there.
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Allow me to say how hugely important this is for a person who is interested in certain types of game design. Creating games where you can create AI behaviors that support emergent situations.
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I honestly love Holistic’s teaching approach and I’ve never learned so much within a few hours about coding effectively with such detailed explanations!
This course focuses on the building of typical third-person character functionality including jumping, falling, weapon handling, shooting, and taking damage. By the end of this course, you will have a great third-person character controller that you can use in your own games or adapt for customized situations.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: Contacting H3D
Lecture 3: FAQs
Lecture 4: Getting a Mixamo Account
Lecture 5: Join the Holistic3D Socials
Chapter 2: Getting a Character and Animations with Mixamo
Lecture 1: Working with Characters in Mixamo
Lecture 2: Selecting and Downloading Mixamo Animations
Lecture 3: Character Movement Animations
Lecture 4: Getting User Input for Character Movement
Lecture 5: Accelerating from Walking to Running
Lecture 6: Fixing other Humanoid Animation Mishaps
Lecture 7: Moving Backwards
Lecture 8: Substituting Backward Animations
Lecture 9: Turning
Chapter 3: Following the Character with Cinemachine
Lecture 1: Creating a Camera to Follow the Player
Lecture 2: Advanced Cinemachine Virtual Camera Settings
Chapter 4: Airborne
Lecture 1: Preparing the Character for Jumping
Lecture 2: Working with a Jump Animation
Lecture 3: Cutting up Animations Part 1
Lecture 4: Cutting up Animations Part 2
Lecture 5: Landing Part 1
Lecture 6: Landing Part 2
Lecture 7: Running and Jumping
Lecture 8: Jumping with Gusto
Lecture 9: Rolling on Land
Chapter 5: Weapon Handling
Lecture 1: Adding a Weapon
Lecture 2: Constructing the Shooting Animation
Lecture 3: Attaching and Detaching the Weapon
Lecture 4: Animation Layers and Avatar Masks
Lecture 5: Controlling the Weapon Pickup with Input
Lecture 6: Influencing Animations with Mouse Movements
Lecture 7: Clamping Rotations
Lecture 8: Adding a Laser Sight
Lecture 9: Adding Crosshairs Part 1
Lecture 10: Adding Crosshairs Part 2
Chapter 6: Doing Damage
Lecture 1: Environment Preparation
Lecture 2: On the Topic of NavMeshes
Lecture 3: Letting the Drones Out
Lecture 4: Blowing Up Drones
Lecture 5: Dying with Grace
Chapter 7: Extra Fixes
Lecture 1: Constantly Falling on Edge
Lecture 2: Jumping Forward
Lecture 3: Controlling Animation Masks with Code
Chapter 8: Bonus Section
Lecture 1: Some Final Words from Penny
Lecture 2: Where to now?
Instructors
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Penny de Byl
International Award Winning Professor & Best Selling Author -
Penny Holistic3D
Academic, Author & Game Development Enthusiast
Rating Distribution
- 1 stars: 3 votes
- 2 stars: 7 votes
- 3 stars: 16 votes
- 4 stars: 96 votes
- 5 stars: 255 votes
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!
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