2D Character Animation for Games with Blender & Unity
Explore how to build, animate, and setup 2D game characters for your games!
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Learn how to create and animate 2D game characters in Blender, for use in the Unity Game Engine. 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!
Your Instructor
Alan Thorn is a game developer, author and educator with 15 years industry experience. He makes games for PC desktop, Mobile and VR. He founded 'Wax Lyrical Games' and created the award-winning game 'Baron Wittard: Nemesis of Ragnarok', working as designer, programmer and artist. He has written sixteen technical books on game development and presented ten video training courses, covering game-play programming, Unity development, and 3D modelling. He has worked in game development education as a visiting lecturer for the 'National Film and Television School', as a Lead Teacher for 'Uppingham School', and is currently a Senior Lecturer at 'Teesside University' where he helps students develop the skills needed for their ideal role in the games industry.
Course Curriculum
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Preview1292-01-Introduction (1:19)
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StartDownload Course Source Files Here!
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Start1292-02-Introducing Pendragon (4:04)
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Start1292-03-User Preferences (5:06)
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Start1292-04-Maya Controls (7:46)
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Start1292-05-Importing References (6:54)
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Start1292-06-Depth Sorting (7:36)
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Start1292-07-Configuring The Viewport (3:10)
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Start1292-08-Image Packing (4:37)
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Preview1292-09-Arm Modelling (10:39)
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Start1292-10-Torso Modelling (6:46)
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Start1292-11-Conclusion (2:19)
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Preview1293-01-Introduction (0:54)
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Start1293-02-Recapping and Preparation (4:39)
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Start1293-03-Joining with Vertex Groups (8:22)
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Start1293-04-Unwrapping (6:39)
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Start1293-05-Texture Mapping (6:47)
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Start1293-06-Completing the Texture Map (5:24)
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Preview1293-07-Blender Render and Materials (5:51)
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Start1293-08-Cycles Render and Materials (5:07)
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Start1293-09-Starting to Remap Textures (5:30)
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Start1293-10-Texture Painting (5:21)
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Start1293-11-Texture Atlas and Conclusion (6:33)
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Preview1294-01-Introduction (0:59)
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Start1294-02-Introducing Rigging (6:13)
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Start1294-03-Working with Armatures (4:35)
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Start1294-04-Rigging the Upper Body (3:52)
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Start1294-05-Rigging the Legs (4:46)
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Start1294-06-Skinning and Deformations (6:21)
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Start1294-07-Weight Painting (6:10)
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Start1294-08-Continuing with Weight Painting (6:03)
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Start1294-09-Getting Started with Inverse Kinematics (5:02)
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Preview1294-10-Rigging the Legs with Inverse Kinematics (6:30)
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Start1294-11-Bone Layers (4:20)
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Start1294-12-Conclusion (5:27)