Current Chapter: Chapter 1 - Intro
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2D Game Character Animation

Learn how to create and animate 2D game characters in Blender, presented by 3DMotive.com. In this course for intermediate users, Alan Thorn outlines a solid, step-by-step workflow for building, mapping and animating appealing game characters that perform well and work effectively in a game engine. See how to model precisely from imported reference images to make an interesting character. Learn how to unwrap and texture character models using Blender's powerful mapping tool-set. Then explore how to rig and configure your character, complete with Inverse Kinematics, to create realistic motion. And then animate a walk cycle for your character, which can be repeated seamlessly. Finally, see how to import your character to the Unity engine for performance in-game. By the end of this course you'll understand a flexible and powerful workflow for making 2D characters that bring your games to life...

Chapter 1 - Intro
01:19
Chapter 2 - Introducing Pendragon
04:04
Chapter 3 - User Preferences
05:07
Chapter 4 - Maya Controls
07:46
Chapter 5 - Importing References
06:54
Chapter 6 - Depth Sorting
07:36
Chapter 7 - Configuring The Viewport
03:10
Chapter 8 - Image Packing
04:37
Chapter 9 - Arm Modelling
10:39
Chapter 10 - Torso Modelling
06:46
Chapter 11 - Conclusion
02:19
Chapter 1 - Intro
00:54
Chapter 2 - Recapping and Preparation
04:39
Chapter 3 - Joining with Vertex Groups
08:22
Chapter 4 - Unwrapping
06:39
Chapter 5 - Texture Mapping
06:48
Chapter 6 - Completing the Texture Map
05:24
Chapter 7 - Blender Render and Materials.
05:51
Chapter 8 - Cycles Render and Materials
05:07
Chapter 9 - Starting to Remap Textures
05:30
Chapter 10 - Texture Painting
05:21
Chapter 11 - Texture Atlas and Conclusion
06:33
Chapter 1 - Intro
01:00
Chapter 2 - Introducing Rigging
06:13
Chapter 3 - Working with Armatures
04:35
Chapter 4 - Rigging the Upper Body
03:52
Chapter 5 - Rigging the Legs
04:46
Chapter 6 - Skinning and Deformations
06:21
Chapter 7 - Weight Painting
06:10
Chapter 8 - Continuing with Weight Painting
06:04
Chapter 9 - Getting Started with Inverse Kinematics
05:02
Chapter 10 - Rigging the Legs with Inverse Kinematics
06:31
Chapter 11 - Bone Layers
04:20
Chapter 12 - Conclusion
05:27
Chapter 1 - Intro
00:56
Chapter 2 - Preparing to Animate
07:34
Chapter 3 - Walk Poses
03:47
Chapter 4 - Contact Pose
08:54
Chapter 5 - Passing Pose
04:36
Chapter 6 - Refining Poses
05:55
Chapter 7 - Down Pose
05:57
Chapter 8 - Up Pose
04:19
Chapter 9 - Editing Animation Curves
07:23
Chapter 10 - Exporting to FBX
06:00
Chapter 11 - Conclusion
01:48
Chapter 1 - Intro
00:49
Chapter 2 - Reviewing
02:38
Chapter 3 - Asset Importing
04:27
Chapter 4 - Configuring Animation
05:36
Chapter 5 - Configuring Materials
05:39
Chapter 6 - Creating a Blend Tree
04:02
Chapter 7 - Creating Motion Fields
04:30
Chapter 8 - Assigning Controllers
02:56
Chapter 9 - Creating a Script File
04:49
Chapter 10 - Accessing Components
03:19
Chapter 11 - Reading Input
04:29
Chapter 12 - Controlling Parameters
02:24
Chapter 13 - Coding Movement
06:07
Chapter 14 - Player Scale
03:52
Chapter 15 - Conclusion
01:21

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