Complete game animators pipeline from Blender to engine
Complete game animators pipeline from Blender to engine, available at $94.99, has an average rating of 4.68, with 106 lectures, based on 143 reviews, and has 2539 subscribers.
You will learn about The complete game character animation pipeline from Blender to Unreal How to make professional complete game ready animation sets for an in game character. Create a professional game ready animation rig from scratch. Tips and tricks on creating better walk cycles, and using animation layers to build up compeling movment. How to set up animation graphs, blend states and more in Unreal engine 5 Create a game ready character that can walk, run, jump, strafe and more! Learn the correct way to set up a character rig, and correct export and import settings from Blender to Unreal engine. Compatible with all Blender 3.0 and 4.0 versions This course is ideal for individuals who are Beginner game developers interested in learning how to create professional game ready character animations, and how to implement them into a game engine. or Students wanting to get a better understanding of the full pipeline required for a games animator. It is particularly useful for Beginner game developers interested in learning how to create professional game ready character animations, and how to implement them into a game engine. or Students wanting to get a better understanding of the full pipeline required for a games animator.
Enroll now: Complete game animators pipeline from Blender to engine
Summary
Title: Complete game animators pipeline from Blender to engine
Price: $94.99
Average Rating: 4.68
Number of Lectures: 106
Number of Published Lectures: 106
Number of Curriculum Items: 106
Number of Published Curriculum Objects: 106
Original Price: £24.99
Quality Status: approved
Status: Live
What You Will Learn
- The complete game character animation pipeline from Blender to Unreal
- How to make professional complete game ready animation sets for an in game character.
- Create a professional game ready animation rig from scratch.
- Tips and tricks on creating better walk cycles, and using animation layers to build up compeling movment.
- How to set up animation graphs, blend states and more in Unreal engine 5
- Create a game ready character that can walk, run, jump, strafe and more!
- Learn the correct way to set up a character rig, and correct export and import settings from Blender to Unreal engine.
- Compatible with all Blender 3.0 and 4.0 versions
Who Should Attend
- Beginner game developers interested in learning how to create professional game ready character animations, and how to implement them into a game engine.
- Students wanting to get a better understanding of the full pipeline required for a games animator.
Target Audiences
- Beginner game developers interested in learning how to create professional game ready character animations, and how to implement them into a game engine.
- Students wanting to get a better understanding of the full pipeline required for a games animator.
( Now includes Blender 4.0 and higher updates)
This course was created to help students or anybody learn the full game animators pipeline from Blender to Unreal. You will learn how to create a professional custom animation rig, and animate by hand, a full set of idle, transition and movement animations, and how to export correctly, and bring them all into the Unreal engine.
From there you will learn how to set up an animation graph and character blueprint, and create a custom character controller that will allow you to walk, run, crouch, jump and more. No experience required, the full process is walked through in easy to follow steps broken down into logical sections, each building on the last, with lots of tips and tricks to make your animations work correctly as a complete set as used in a modern AAA game.
No coding knowledge is required as everything will be created in Unreal’s blueprint system using nodes, just simply follow along and build up the character controller bit by bit, and by the end of the course, you will have a fully playable character that can move around the game world, with the satisfaction and knowledge that you created the whole thing from scratch.
So lets get started!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Chapter 2: Download and install Blender
Lecture 1: Download and install Blender
Chapter 3: Setting up the animation rig
Lecture 1: Importance of scale
Lecture 2: Download the course resources
Lecture 3: Setting up the animation rig
Lecture 4: Setting up the foot control bones and leg IK
Lecture 5: Setting up the hip, spine and head control bones
Lecture 6: Setting up custom bone shapes (For 4.0 Versions of Blender)
Lecture 7: Setting up Custom Bone shapes (For 3.0 versions of Blender)
Lecture 8: Creating finger drivers using animation actions
Chapter 4: Adding the character mesh to the armature rig
Lecture 1: Quick basics of weight painting
Lecture 2: Part 1: Adding the character mesh to the Armature
Lecture 3: Part 2: Adding the character mesh to the Armature
Lecture 4: Part 3: Adding the character mesh to the Armature
Lecture 5: Part 4: Adding the character mesh to the Armature
Chapter 5: Creating the main idle animations
Lecture 1: Section introduction
Lecture 2: Animating the main stand idle animation
Lecture 3: Animating the main crouched idle animation
Chapter 6: Animating the walk cycles
Lecture 1: Section introduction
Lecture 2: Animating with motion extraction in mind
Lecture 3: Creating the forward walk cycle part 1
Lecture 4: Creating the forward walk cycle part 2
Lecture 5: Creating the left walk forward cycle
Lecture 6: Creating the right walk forward cycle
Lecture 7: Creating the backwards walk cycles
Lecture 8: Creating the 45 degree walk cycles Part 1
Lecture 9: Creating the 45 degree walk cycles part 2
Chapter 7: Exporting The Armature and animations
Lecture 1: Setting up the idles ready for export
Lecture 2: Exporting the main skeleton
Lecture 3: Exporting all our animations so far
Chapter 8: Animating the Run cycles
Lecture 1: Section introduction
Lecture 2: Creating the forward run cycle part 1
Lecture 3: Creating the forward run cycle part 2
Lecture 4: Creating the left forward run cycle
Lecture 5: Creating the right forward run cycle
Lecture 6: Creating the 45 degree forward right run cycle
Lecture 7: Creating the 45 degree forward left run cycle
Lecture 8: Creating the run back cycle
Lecture 9: Creating the run back left cycle
Lecture 10: Creating the run back right cycle
Lecture 11: Creating the run back right 45 cycle
Lecture 12: Student challenge: Creating the run back left 45 cycle
Chapter 9: Student challenge: Exporting the run animation cycles
Lecture 1: Student challenge: Exporting the run animations
Chapter 10: Animating the crouched walk cycles
Lecture 1: Section introduction
Lecture 2: Creating the forward crouched walk cycle
Lecture 3: Creating the left forward crouched walk cycle
Lecture 4: Creating the right forward crouched walk cycle
Lecture 5: Creating the crouch left forward 45 cycle
Lecture 6: Creating the crouch right forward 45 cycle
Lecture 7: Creating the backwards crouched walk cycle
Lecture 8: Creating the crouch right back cycle
Lecture 9: Creating the crouch left back cycle
Lecture 10: Creating the left and right back 45 crouched walk cycles
Chapter 11: Student challenge: Export the crouch animations
Lecture 1: Student challenge: Export the crouch animations
Chapter 12: Creating pose assets
Lecture 1: Creating pose assets and using the Blender asset browser (Blender versions 3.0)
Chapter 13: Creating the idle transition animations
Lecture 1: Creating the transition animation from stand to crouched
Lecture 2: Creating the transition animation from crouched to stand
Chapter 14: Creating the soft stop from Run transitions
Lecture 1: Creating the run fwd to stand soft stop
Lecture 2: Creating the run left fwd to stand soft stop
Lecture 3: Creating the run right fwd to stand soft stop
Lecture 4: Creating the run fwd 45's to stand soft stop
Lecture 5: Creating the run back to stand soft stop
Lecture 6: Creating the run back 45's to stand soft stop
Chapter 15: Creating the soft stop from crouch transitions
Lecture 1: Creating the crouch fwd to crouch soft stop
Lecture 2: Creating the crouch back to crouch soft stop
Lecture 3: Creating the crouch left fwd to crouch soft stop
Lecture 4: Creating the crouch right fwd to crouch soft stop
Lecture 5: Creating the crouch fwd 45's to crouch soft stop
Lecture 6: Creating the crouch back 45's to crouch soft stop
Chapter 16: Creating the soft stop from walk transitions
Lecture 1: Creating the walk fwd to stand transition
Lecture 2: Creating the walk left and right fwd to stand transition
Lecture 3: Creating the walk back to stand transition
Lecture 4: Creating the walk back 45s to stand transition
Lecture 5: Creating the walk fwd 45s to stand transition
Chapter 17: Student challange: Export All the transition animations
Lecture 1: Student challenge: Export all the transition animations for the main character
Chapter 18: Creating the turn on spot animations
Lecture 1: Section introduction
Lecture 2: Creating the stand turn left 90 animation
Lecture 3: Creating the stand turn right 90 animation
Lecture 4: Creating the Crouch turn left 90 animation
Lecture 5: Creating the crouch turn right 90 animation
Chapter 19: Creating the look around blends
Lecture 1: Section introduction
Instructors
-
Hamish Calthorpe
Animation instructor
Rating Distribution
- 1 stars: 1 votes
- 2 stars: 5 votes
- 3 stars: 8 votes
- 4 stars: 27 votes
- 5 stars: 102 votes
Frequently Asked Questions
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