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Epic Games – Animation Fellowship Week 1

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Title: Epic Games – Animation Fellowship Week 1

Info:
Welcome to Week 1 of the Unreal Fellowship: Animation!

This week you’ll learn about: Transitioning from Legacy Production to Unreal Engine, Introduction to Sequencer, Introduction to Animation, FBX Ingestion, Introduction to Control Rig, and Animation Production Workflows. Also guest speakers John Fielding, Shazzy Angulo, Miguel Ortega & Tran Ma, Greg Richardson, and Tony Bowren share about their craft.

Lections:

1. Introduction to Sequencer

Learn the basics of working with Unreal Engine’s cinematic creation tool, Sequencer.

2. Introduction to Animation

Learn the basics of using animation to create real-time and linear media in Unreal Engine 5. Get an overview of the animation sub-editors, animation Blueprints, Sequencer, and how to “bake out” your animation.

3. Guest Speaker: John Fielding- Transitioning to Animation in Engine

John Fielding, Senior Animator at Epic Games, joins the Fellowship to talk about transitioning to animation in Unreal Engine

4. Maximizing Unreal Engine as an Indie Animation Creator

Shazzy Angulo, Unreal Engine Supervisor at Wildbrain Animation shares her workflow for Mitzy Makes It.

5. FBX Ingestion

FBX is the most common way of importing models into Unreal Engine and works well when building assets one at a time. Learn how to apply the basics of Static Mesh file import using FBX. Additional topics covered include System Units conversion, Pivot Points, Collisions, LODs and more.

6. Introduction to Control Rig

Building on your sequencer and animation knowledge to animate a skeletal mesh using Control Rig, and keyframe it to create entirely new animations using only tools within Unreal Engine.

7. Guest Speaker: Tony Bowren- Virtual Cameras for Animation, vCam 101

Tony Bowren, Solution Architect at Epic Games, joins the Fellowship to share about adding vCam to your animation pipeline

8. Animation Production Workflows

Learn about additional features in Sequencer, explore organization structures, and utilize Sequencer’s animation editing capabilities through the application of new animation production workflows.


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