Unity training 20th May with Sean Yu
Notes from Unity training on 20th May 2019:
- Version 2018.4 f.0f1 LTS
- Creating a new project. Select New project (name) Unity version (as above) Location (as per preferred location on desktop/cloud) Template (3D)
- Factory settings layout. Panel equivalents to Maya... Top left panel = outliner. Bottom left panel=project. Middle top = scene, inc camera and one light. Can delete from this scene and it remains in the project library. Middle bottom = library. Top right panel inspector = attributes editor,
- Import objects - drag and drop or import .obj or .fbx
- Unity assets store or Turbosquid
- Can drag objects from the outliner (left panel) and it is located exactly in position. Alternatively check the attributes editor (inspector) to adjust co-ordinates
- Check substance painter for free student download. Done
- Apply material in Unity.
- Create your materials in Substance painter (eg) inc texture (colour), ambient occlusion, metallic and smooth, normal maps.
- Create new folder in the library (bottom panel). Rename 'Maps'
- To create a material (shader). Go to Assets (top tab)>Create>Material.
- Drag the new material sphere into the map folder
- Drag the texture(colour) to the Albedo box. The metallic to the metallic (adjust smoothness (shine) with the slide bar; normal to normal; occlusion to occlusion (adjust with the slide bar)
- Apply by selecting the geometry in the scene pane and drag and drop texture.
- Make sure that the 'Rendering Mode' (shows at the top of the inspector pane when a material sphere is selected in the library) is set to opaque - not transparent!
Next notes will require a refresher session!
Lighting
To create a light
Game Object >Light
Window>Rendering>Lighting Setting - flyout panel can adjust lighting settings (can be dragged to embed panel in UI - as per AE etc)
Processing Stack (combining a complete set of image effects into a single process- pipeline
LUT (look up table) is similar to an instagram filter
Window > Package Manager > Post Processing > Install > 2.1.6
Assets > right click > create > now see post processing
SAVE!!
Virtual-Reality Camera
Plug-in STEAM VR
or
Packages Manager or Asset Store tab (above scene)
>find steam VR plug-in (free)
> click
>import (red button)
>click
>import all (writing packages)
>I made a backup - go ahead
then
Library
>assets
>steam VR
>pre fab
>camera rig
>place at starting point (e.g centre of room)
Play with scale and height for person
Animation
Pre-done and triggered by user. Adobe Mixamo pre-animated character
Upload non-boned model (create in Adobe Fuse if desired for quick test of character
> .obj file
>apply rig (select pre-animatie?)
>download with skin
>format .fbx for Unity - frame rate 30 or 24
>keyframe reduction none
>download
then
Library
>Assets
>make folder
>rename to 'character'
>drag drop all animated .fbx files
to get animation
Window
>animator
>create
>animation controller
>rename e.g andrea_animation
>pre-named. Retain correct naming convention
>add andrea control into inspector
>drag to animation controller (?)
> parent camera to character (drag camera onto character in outliner)
Visual code
Open source microsoft coding
create C# (then it automatically goes to coding software
Recorder
In assets
>recorder package
Processing Stack (combining a complete set of image effects into a single process- pipeline
LUT (look up table) is similar to an instagram filter
Window > Package Manager > Post Processing > Install > 2.1.6
Assets > right click > create > now see post processing
SAVE!!
Virtual-Reality Camera
Plug-in STEAM VR
or
Packages Manager or Asset Store tab (above scene)
>find steam VR plug-in (free)
> click
>import (red button)
>click
>import all (writing packages)
>I made a backup - go ahead
then
Library
>assets
>steam VR
>pre fab
>camera rig
>place at starting point (e.g centre of room)
Play with scale and height for person
Animation
Pre-done and triggered by user. Adobe Mixamo pre-animated character
Upload non-boned model (create in Adobe Fuse if desired for quick test of character
> .obj file
>apply rig (select pre-animatie?)
>download with skin
>format .fbx for Unity - frame rate 30 or 24
>keyframe reduction none
>download
then
Library
>Assets
>make folder
>rename to 'character'
>drag drop all animated .fbx files
to get animation
Window
>animator
>create
>animation controller
>rename e.g andrea_animation
>pre-named. Retain correct naming convention
>add andrea control into inspector
>drag to animation controller (?)
> parent camera to character (drag camera onto character in outliner)
Visual code
Open source microsoft coding
create C# (then it automatically goes to coding software
Recorder
In assets
>recorder package
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