Rigging a 2D Character in Unity Using IK

In Unity, you might encounter a problem where you can only animate a character within a single hierarchy. In this course, you will learn to set it up so that its feet never miss the ground.
Course info
Level
Intermediate
Updated
Nov 29, 2018
Duration
1h 57m
Table of contents
Description
Course info
Level
Intermediate
Updated
Nov 29, 2018
Duration
1h 57m
Description

Unity have enhanced their 2D components with bone animation for sprites, including the use of inverse kinematics rigs. To get your characters to have some traction within their environment, you need to know how to set up characters so they can be controlled by objects outside their hierarchy. In this course, Rigging a 2D Character in Unity Using IK, you will gain the ability to set up a character so that it's feet never miss the ground when being controlled by a player. First, you will learn how to assemble a 2D character from sprites, and set up those sprites to be controlled by nones. Next, you will discover how to integrate particle systems with sprites. Finally, you will explore how to create a handful of small rigging components of your own to drive objects outside the character's hierarchy, and keyframe a 2d character walk cycle that dynamically adapts its footsteps to undulating terrain. When you’re finished with this course, you will have the skills and knowledge needed to adapt these concepts to creating a 2D Inverse kinematics rig of your own. Software required: Unity.

About the author
About the author

Shane Whelan is a Game Design tutor at Ballyfermot College in Dublin, currently teaching in the Game Design and Animation degree program.

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Section Introduction Transcripts
Section Introduction Transcripts

Course Overview
Hi everyone. My name is Shane Whelan, and welcome to my course on Rigging a 2D Character in Unity Using IK. I'm a game design teacher at Ballyfermot College of Further Education in Dublin where I teach across games, animation, and digital media. Unity have enhanced their 2D components with bone animation for sprites, including the use of inverse kinematics rigs. To get your characters to have some traction with their environment, you need to know how to set up characters so they can be controlled by objects outside their hierarchy. This course addresses a problem you might encounter where you can only animate within a single hierarchy. Even though you never know where a player is going to walk your character, you can still set it up so that its feet never miss the ground. Some of the major topics that we will cover include assembling a 2D character from sprites, setting up those sprites to be controlled by bones, integrating particle systems with sprites, creating a handful of small rigging components of our own to drive objects outside the character's hierarchy, and keyframing a 2D character walk cycle on flat ground that dynamically adapts its footsteps to undulating terrain. By the end of this course, you'll know how to adapt these concepts to a 2D inverse kinematics rig of your own. Before beginning the course, you should be familiar with the basic layout of the Unity engine. And from here, you should feel comfortable diving into artist-friendly Unity development with courses on Unity 2D Fundamentals - Character Control, Building AI-driven Characters Using Playmaker in Unity, Creating a 2D Animated Character for Unity. I hope you'll join me on this journey to learn about 2D inverse kinematics in Unity with the Rigging a 2D Character in Unity Using IK course at Pluralsight.