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Next-Level VTuber Avatars: Mastering Modeling & Rigging

Technical Artist, Vincent




Class Details


  • Basic~Advanced
  • Total 33 videos
  • Korean
  • English, Traditional Chinese [Auto], Spanish [Auto]
  • Class materials included



[Course]technicalartist,vincent_KR Details

Curriculum
Curriculum

In-Depth Look

**Class release dates and content are subject to change without prior notice.
  • SECTION 01
    Introduction to the Class
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    • 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
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    • 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
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    • 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
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    • 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
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    • 33. In Conclusion- Growth as a virtual avatar creator and digital artist

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