Course curriculum

    1. 01 - Character Modeling Overview

    2. 02 - Character Rigging Overview

    3. 03 - Character Animation Overview

    4. 04 -- Adobe Mixamo Overview

    5. 05 -- Getting Characters from Mixamo

    6. 06 -- Getting Animations from Mixamo

    7. 07 -- Converting Mixamo Animations for Unreal Root Motion

    1. 01 -- Creating an Unreal Project

    2. 02 -- Importing Characters into Unreal

    3. 03 -- Importing Character Animations into Unreal

    4. 04 -- Creating a New Character Class

    5. 05 -- Investigating the Character Parent Class

    6. 06 -- Reviewing the Character Class Details

    7. 07 -- Challenge_ Setting Up the Character Components

    8. 08 -- Challenge Review_ Setting Up the Character Components

    9. 09 -- Setting the Custom Character to the Default Pawn

    10. 10 -- Challenge_ Adding a Camera to the Character

    11. 11 -- Challenge Review_ Adding a Camera to the Character

    1. 01 -- Planning the Character Input Behaviors

    2. 02 -- Challenge_ Creating the Enhanced Input Properties

    3. 03 -- Challenge Review_ Creating the Enhanced Input Properties

    4. 04 -- Challenge_ Creating the Enhanced Input Assets

    5. 05 -- Challenge Review_ Creating the Enhanced Input Assets

    6. 06 -- Reviewing the Enhanced Input Documentation

    7. 07 -- Challenge_ Setting Up the Input Action Value Types

    8. 08 -- Challenge Review_ Setting Up the Input Action Value Types

    9. 09 -- Challenge_ Adding Keyboard and Gamepad Inputs

    10. 10 -- Challenge Review_ Adding Keyboard and Gamepad Inputs

    11. 11 -- Understanding How Input Is Processed

    12. 12 -- Challenge_ Using Input Modifiers for Directional Input

    13. 13 -- Challenge Review_ Using Input Modifiers for Directional Input

    14. 14 -- Adding the Enhanced Input Assets to the Character Blueprint

    15. 15 -- Challenge_ Setting the Input Mapping Context with Code

    16. 16 -- Challenge Review_ Setting the Input Mapping Context with Code

    17. 17 -- Challenge_ Refactoring Code

    18. 18 -- Challenge Review_ Refactoring Code

    19. 19 -- Challenge_ Creating the Move and Jump Functions

    20. 20 -- Challenge Review_ Creating the Move and Jump Functions

    21. 21 -- Challenge_ Overriding the Default Player Input Component

    22. 22 -- Challenge Review_ Overriding the Default Player Input Component

    23. 23 -- Troubleshooting the Enhanced Input Code

    1. 01 -- Investigating the Source for Input Movement

    2. 02 -- Creating the Algorithm for the AddMovementInput Function

    3. 03 -- Implementing the AddMovementInput Function

    4. 04 -- Challenge_ Adding the Horizontal Movement Input

    5. 05 -- Challenge Review_ Adding the Horizontal Movement Input

    6. 06 -- Troubleshooting the Move Function

    7. 07 -- Challenge_ Limiting the Gamepad Deadzone Value

    8. 08 -- Challenge Review_ Limiting the Gamepad Deadzone Value

    9. 09 -- Investigating the Source for Input Rotation

    10. 10 -- Mega Challenge_ Implementing the Look Functionality

    11. 11 -- Challenge Review_ Implementing the Look Functionality Part 01

    12. 12 -- Challenge Review_ Implementing the Look Functionality Part 02

    13. 13 -- Troubleshooting the Look Functionality

    14. 14 -- Unlinking the Camera Rotation from the Controller Rotation

    15. 15 -- Researching Character Rotation and Camera Based Movement

    16. 16 -- Challenge_ Rotating the Character

    17. 17 -- Challenge Review_ Rotating the Character

    18. 18 -- Modifying the Blueprint to Rotate with Character Movement

    19. 19 -- Challenge_ Modifying the Character Movement Rotation with Code

    20. 20 -- Challenge Review_ Modifying the Character Movement Rotation with Code

    21. 21 -- Challenge_ Setting the Player Control Rotation with Code

    22. 22 -- Challenge Review_ Setting the Player Control Rotation with Code

    1. 01 -- Introducing the Animation Sequence Window

    2. 02 -- Creating an Animation Blueprint and Animation Instance

    3. 03 -- Introducing the Animation Blueprint Editor

    4. 04 -- Attaching the Animation Blueprint to the Character Blueprint

    5. 05 -- Challenge_ Setting the Default Animation Pose

    6. 06 -- Challenge Review_ Setting the Default Animation Pose

    7. 07 -- Creating Animation State Machines

    8. 08 -- Challenge_ Creating a New Animation State

    9. 09 -- Challenge Review_ Creating a New Animation State

    10. 10 -- Investigating the Idle to Run Transition Algorithm

    11. 11 -- Researching the Kismet Math Library Class

    12. 12 -- Challenge_ Declaring the Anim Instance Properties

    13. 13 -- Challenge Reviewing_ Declaring the Anim Instance Properties

    14. 14 -- Challenge_ Implementing the VSizeXY Function

    15. 15 -- Challenge Review_ Implementing the VSizeXY Function

    16. 16 -- Creating Transition Rules

    17. 17 -- Challenge_ Implementing the Run to Idle Transition Rule

    18. 18 -- Challenge Review_ Implementing the Run to Idle Transition Rule

    19. 19 -- Troubleshooting Animation Looping and Root Motion

    20. 20 -- Adding the Jump Functionality

    21. 21 -- Challenge_ Increasing the Jump Velocity

    22. 22 -- Challenge Review_ Increasing the Jump Velocity

    23. 23 -- Caching Animation Poses

    24. 24 -- Challenge_ Creating the InAir State

    25. 25 -- Challenge Review_ Creating the InAir State

    26. 26 -- Challenge Review_ Creating the InAir State Part 02

    27. 27 -- Tips on Blending Animations States

    1. 01 -- Introducing Inverse Kinematics

    2. 02 -- Creating Virtual Bones

    3. 03 -- Creating a Control Rig

    4. 04 -- Developing the Sphere Trace By Channel Algorithm

    5. 05 -- Blocking Out the IKFootTrace Function

    6. 06 -- Challenge Creating the IKFootTrace Function

    7. 07 -- Challenge Review_ Creating the IKFootTrace Function

    8. 08 -- Using the IKFootTrace Function

    9. 09 -- Challenge_ Using the IKFootTrace Function for the Right Foot

    10. 10 -- Challenge Review_ Using the IKFootTrace Function for the Right Foot

    11. 11 -- Interpolating the IK Bones

    12. 12 -- Challenge_ Interpolating the Right Foot

    13. 13 -- Challenge Review_ Interpolating the Right Foot

    14. 14 -- Setting the Hip Position to the Lowest Foot Position

    15. 15 -- Modifying the Feet and Hips Transforms

    16. 16 -- Challenge_ Modifying the Right Foot and Hips Transforms

    17. 17 -- Challenge Review_ Modifying the Right Foot and Hips Transforms

    18. 18 -- Using the Full Body IK Node

    19. 19 -- Passing Poses through a Control Rig

    20. 20 -- Optimizing the Animation Blueprint for IK Control Rigs

About this course

  • Free
  • 117 lessons
  • 7 hours of video content

Discover your potential, starting today