【Houdini】与Unity游戏开发高效工作技巧视频教程 Houdini to Unity Advanced Production Pipeline

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2018-02-10 10:03:17
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https://app.pluralsight.com/courses/houdini-unity-advanced-production-pipeline 本教程是由Pluralsight机构出品的Houdini与Unity游戏开发高效工作技巧视频教程,Pluralsight - Houdini to Unity Advanced Production Pipeline,时长:6小时23分,教程使用软件:Houdini,作者:Caesar Hernandez,共90个章节,语言:英语。
CG教程集合可以看我的收藏夹 - 个人博客 https://blog.l0v0.com
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01 - Course Overview
01:04
02 - High Level Course Overview
04:42
03 - Important Naming Conventions
05:43
04 - Unity Project Setup
05:43
05 - Houdini Project Setup
03:09
06 - Aspects of the Game
03:34
07 - Create Ship Prefab
03:51
08 - Create Warp Art Effect
02:42
09 - Create Warp Prefab
03:00
10 - Create Explosion Art and Prefab
03:27
11 - Create Projectile Art and Prefab
03:21
12 - Create Enemy Art and Prefab
03:23
13 - Create Target and Cursor Prefabs
04:19
14 - Covering the Goals
01:08
15 - Debugging in Visual Studio
03:17
16 - Create Stub Scripts
03:13
17 - Add Ship Components
03:00
18 - Code the PlayerControls Component
05:24
19 - Code the LookAt2d Component
06:50
20 - Code the FollowMouse Component
06:01
21 - Code the GenericFX Component
06:06
22 - Code the DropCollider Component
06:02
23 - Start Coding the WeaponSystem Component
03:43
24 - Finish the WeaponSystem Component
07:20
25 - Code the ExplosionSpawner Component
04:31
26 - Covering Overall Goals
03:39
27 - Create Houdini Global Channels
05:37
28 - Populate the Global Channels
07:18
29 - Start the COP and HDA Subnetworks
02:57
30 - Start the COP_FX Network
01:53
31 - Start to Create the HDA
01:42
32 - Add GEO, Light, and Camera
03:46
33 - Modify the Inputs of the HDA
02:47
34 - Add ROP and COP Networks
03:14
35 - Build out the UI of Your HDA
06:11
36 - Module Review and What's Coming
01:30
37 - Module Goals
00:53
38 - HScript and Python Primer
07:28
39 - Python Continued
06:28
40 - Control the Camera with Python
04:30
41 - Isolate Geometry with Python
05:54
42 - Create Dynamic Controls with Python
06:41
43 - Reference ROPs with HScript
08:35
44 - Populate HDA with HScript Expressions
06:47
45 - Populate ROP Channels with Expressions
08:45
46 - ROP Expressions Continued
07:02
47 - Module Review
00:48
48 - Module Goals
00:43
49 - Build Filename with Python
06:41
50 - Use Compositor to Build Warp Effect
06:09
51 - Use Python to Reload Images
05:26
52 - Update Gloabl Params with Python
03:44
53 - Stretch COP Keyframe Animations
04:04
54 - Pseudocode the Stretch Method
05:46
55 - Code the Stretch Method
04:35
56 - Complete the StretchKeys() Function
08:18
57 - File Cleanup Scripts
05:54
58 - Test File Cleanup Scripts
05:12
59 - Module Review
00:36
60 - Module Goals
00:53
61 - Unity Post-processing Events
03:52
62 - Add the Pseudocode
03:21
63 - Create the Helper Method
04:20
64 - Code the Callback Method
04:00
65 - Begin Coding the Main Processing Method
03:42
66 - Continue Coding the Main Processing Method
02:10
67 - Coding the Keyframes
03:10
68 - Coding the Controller and States
02:20
69 - Coding the Transitions
01:42
70 - Adding Class-specific Custom Components
01:50
71 - Testing Your Code
04:33
72 - Module Review
01:06
73 - Module Goals
00:54
74 - Replacing the Main Ship
05:59
75 - Replacing the Cursor
06:38
76 - Replacing the Explosion
09:14
77 - Replacing the Target
04:41
78 - Replacing the Target Continued
08:36
79 - Replacing the Projectile
04:17
80 - Replacing the Enemy
05:18
81 - Coding Your Warp Effect
05:14
82 - Play-testing and Module Review
06:39
83 - Module Goals
00:47
84 - Adjustments and Shelf Tools
07:00
85 - Create Bulk Render Pseudocode
05:35
86 - Code the Main Method
02:12
87 - Code the Second Helper Method
01:55
88 - Code the Main Render and Comp Method
00:58
89 - Testing the Bulk Render Feature
03:18
90 - Module Review and Final Thoughts
00:57
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