[Course]technicalartist,vincent_KR Details
In-Depth Look
- SECTION 01
Introduction to the Class
1. Introduction to Class Goals and Progress- Introduction to class structure and explanation of goals and progress - Information on required programs - Implementation process and principles of virtual avatars - Video content production process using Unity engine
2. Problem Solving and Understanding of Principles- Things I considered while preparing this class - Offering guidance for aspiring digital artists
- SECTION 02
Character Modeling Process Using Blender
3. Blender Basics- Learning the Blender layout and basic features - Frequently used features and shortcuts
4. Introducing Character Modeling Approaches- Technical modeling approach and how to use Blender features - Thinking about sculpting and topology separately
5. Modeling a Character Using Blender- Key points of the modeling process learned through head and body modeling practice - How to use image references and precautions
6. UV Map Unwrapping and Texturing- The concept and working method of UV maps - Introduction to texture working tools and work process - Lighting and surface colors in casual style texturing
7. Building and Rigging Skeletons for Character Animation- How to add a skeleton to a character and control the mesh in Blender - Introduction to Blender’s Weight Painting feature and other tools for skinning
8. Creating Facial Expressions Using Morpher- Depicting a character's facial expressions - iPhone ARKit Facial Capture response configuration
9. Things to Consider When Modeling an Anime-Style Character- Problems when expressing the anime style in 3D - Flat shading vs. covering up
10. Precautions for Exporting- Differences in unit settings between Unity and Blender, such as coordinate system, scale, etc. - Explanation of exporter options
- SECTION 03
Character Rigging for Real-Time Tracking with Unity
11. Unity Engine Basics- Installing Unity Editor and creating a new project - Learn about the Editor layout and features
12. Differences Between Real-Time Tracking Specification Characters and Existing Characters- Static/dynamic animation data - Character animating process - Differences between characters for games and media vs. 3D virtual avatars
13. Dynamic Animation and Animation Retargeting System- Unity animation system: Mecanim and humanoid avatars - Problems when applying dynamic animation data
14. Constraints- Reasons for using auxiliary skeletons - Concept and use of constraints - How to use constraints in Unity and Blender
15. Understanding Linear Blend Skinning through the Candy Wrapping Phenomenon- Why LBS causes volume loss - The concept of twist bones that complements the candy wrapping phenomenon
16. Comparison of DCC Tools (Blender-Based) and Unity for Implementation- Differences in constraint features between Blender and Unity - Why it’s difficult to directly apply a character rig setup to the Unity engine - Differences in how coordinate systems and rotations are handled
17. Problems with the Unity Constraint Class- Quaternion rotations and rotation constraints - Examples of problems with rotation constraints
18. A Constraint Reference Trick with No Flips (Working at Full Range of Motion)- Avoiding problems with Unity’s constraint class - Precautions when setting up the configuration
19. Understanding the Traps and Systems of Humanoids- Unique configuration of Unity’s humanoid avatars - Muscles and settings of humanoid avatars
20. Arm Rigging Configuration Exercises- Exercise on arm rigging configuration using Unity constraints - Basic usage of Unity constraints and precautions when using them
21. Chest Rigging Configuration Exercises- Exercise on chest rigging configuration using Unity constraints - How to reference multiple targets when using constraint components
22. Leg Rigging Configuration Exercises- Exercise on leg rigging configuration using Unity constraints - Rigging as a creative realm beyond established methods
23. Blender Settings That Assume the Constraint Configuration of Unity- How to replace the settings of Unity rotation constraints - How to replace the World Up Object setting of Unity’s Look At Constraint - How to replace the multi-reference setting of Unity constraints
24. Tracking the Movement of Skinned Vertices- Problems with surface decoration rigging according to LBS movement characteristics - Blender Armature Constraint simulation methods
25. Compatibility Configuration for Unity-Based Applications- About weight limits - Utilizing settings in software such as Warudo, VRChat, and VSeeFace
- SECTION 04
Video Content Production Using the Unity Engine
26. Cinemachine and Timeline- How to install the Unity Cinematic package - Introducing Unity’s Cinematic feature
27. Setting up the Environment for Video Production 1- Looking at the differences between the rendering pipelines in Unity - Shader and lighting
28. Setting up the Environment for Video Production 2- Volume and post-processing - Introducing a few methods to implement shaking
29. Short-Form Video Production Using Open Source Data and the Cinematic Feature 1- How to get usable data - Camera acting using Cinemachine
30. Short-Form Video Production Using Open Source Data and the Cinematic Feature 2- Screen composition and direction - Animation and local transform
31. How to Use Unity’s Animation Rig Package- Animation rig package - Modifying animation data in Unity
32. Encoding Video Using Unity Recorder- How to use Unity’s recorder package - Things to note when using the recorder package feature
- SECTION 05
Finishing Up
33. In Conclusion- Growth as a virtual avatar creator and digital artist