Intro to 3D Dev: Sprint 3
Overview | Part 1: 3D Dev | Sprint 1 | Sprint 2 | Sprint 3 | Sprint 4 | Part 2: VR Dev | Sprint 1 | Sprint 2 | Part 3: Educational Software Design
Deliverables - build | code | lectures
Description
Upgrade sprint 2 painting app with the following functionality features:
Create three multiple object prefabs for spawning, each with their own three animations that the user can choose from
Update UI to allow user to select one of three objects to spawn, and one of three animations to play on those objects
Update UI to allow user to change the speed of the animations, and allows user to randomize the type of animation and its speed
Purpose
Demonstrates student has understood the educational goals for weeks 8-10.
Week 8: Basics of motion design and how to create animation by code and by using the animation system. Students will be able to control transitions of multiple animations on one prefab/game object by building an animator and setting the transitions between animations by code.
Week 9: Create more advanced prefabs with multiple objects, and with multiple animations. Students will understand setting up an animator to accept multiple animations, transitions between animations, and how to switch between different animation states. Students will learn how to connect UI elements to animators to allow users to change animation states.
Week 10: Make effective use of the animator and animation windows to create animations, understand how to break down complex parts of code or animation into simpler parts for creation and modification ease, and understand how to use forEach loops to process lists of unknown size.
Embedded Webgl build has been disabled for now. Here is the link to the build.
Week 8 - Breakdown
Students will understand the basics of motion design and how to create animation by code and by using the animation system. Students will be able to control transitions of multiple animations on one prefab/game object by building an animator and setting the transitions between animations by code.
Students will be able to:
Create basic parameter changes as animation by code
Create advanced parameter changes using the animation system
Understanding features of the animation window, keys, frames, ticks, properties
Understand advanced concepts of animation like dope sheet, curves, tangent handles
Understand basics of motion design and building loopable animations
Govern state changes between multiple animations using the animator component
Understanding the relationship between the game object and the animator component
Understanding the connection between game object components and the animation window
Understand the relationship between states and animations, and states and transitions, transitions and parameters
Send data to prefabs and animators from code bases and UI updates
Organize project hierarchies as quantities and varieties of external asset files grows
Week 9 - Breakdown
Students will understand how to create more advanced prefabs with multiple objects, and with multiple animations. Students will understand setting up an animator to accept multiple animations, transitions between animations, and how to switch between different animation states. Students will learn how to connect UI elements to animators to allow users to change animation states.
Students will be able to:
Create advanced prefabs with multiple objects and multiple animations
Build animators with multiple animation states and proper transition points between them
Connect UI elements to animators to allow users to change animation states
Use keyboard input to create shortcut keys to test out UI features
Understand difference of inherited and separate animation parameters for multiple objects
Check is reference variables are null before attempting to access them
Understand difference between absolute and relative value changes in animation
Week 10 - Breakdown
Students will understand how to make effective use of the animator and animation windows to create animations, understand how to break down complex parts of code or animation into simpler parts for creation and modification ease, and understand how to use forEach loops to process lists of unknown size.
Students will be able to:
Procedures for testing features and UI elements
Refactor code as features get larger and classes need to be modularized
Understand use cases for isometric and perspective camera modes
Handle animation and code complexities by isolating and focusing on single elements
Understand use cases for dopesheet and curves view in animation window
Create smooth loopable animation by editing animations in dopesheet and curves view
Understand connection between time and value changes between keys creates speed
Understand use cases for global and local orientation for parented animation
Understand use cases of for and forEach loops to update elements in unknown list sizes
Make use of underutilized variables instead of creating new ones
Create methods for changing parameters of objects based on user interactions with UI
Create random variables for randomization effects during object spawning
Overview | Part 1: 3D Dev | Sprint 1 | Sprint 2 | Sprint 3 | Sprint 4 | Part 2: VR Dev | Sprint 1 | Sprint 2 | Part 3: Educational Software Design