Introduction
  • Welcome
  • Join the H3D Student Community
  • FAQs
  • Installation
  • Unity's Windows
  • 3D Navigation
  • External Resources
  • Fixing Model Issues
  • Physics Bounce
Press Play
  • Why Animation Works
  • The Principles of Animation
  • Keyframes
  • The Animation Window Part 1
  • The Animation Window Part 2
  • Curves
  • Local and World Space
  • Squash Challenge
States and Transitions
  • The Animator
  • Triggering Animation States Part 1
  • Triggering Animation States Part 2
  • Trigger Challenge Part 1
  • Trigger Challenge Part 2
The Bare Bones
  • Bones, Joints and Rigs
  • Importing Animations from 3D Software
  • Generic Animations
  • Animation Cycles
  • Generic Animations and Avatars
  • Making a Humanoid
  • Animating a Humanoid
  • Animating and Rigging with Mixamo
  • Importing Mixamo to Unity
Runtime Control
  • A Simple Character Controller
  • Transitioning Between Walking and Idle Animations
  • Walking In a Straight Line
  • Jumping
  • Simple Blending of Animation Transitions
  • Humanoid Root Motion Challenge Part 1
  • Humanoid Root Motion Challenge Part 2
Triggering Animations
  • Triggering Animations with Colliders
  • Triggering Animations By Clicking Part 1
  • Triggering Animations By Clicking Part 2
  • Triggering Animations By Clicking Part 3
  • Jumping and Climbing Part 1
  • Editing Read Only Animations
  • Jumping and Climbing Part 2
  • Jumping and Climbing Part 3
  • Jumping and Climbing Part 4
  • Jumping and Climbing Part 5
Blend Shapes
  • Introducing Blendshapes
  • Creating Blendshapes
  • Blendshapes for Facial Animation
  • Blend Tree Basics
  • Strafe Sets Part 1
  • Strafe Sets Part 2
Inverse Kinematics
  • Using Inverse Kinematics
  • Making A Dynamic Animated Character
  • Using IK to Pickup and Hold an Object
Final Project
  • Project Specifications
  • Project Solution Part 1
  • Project Solution Part 2
  • Project Solution Part 3
Final Words
  • Final Words