VR/AR Animation
Animation for Spatial Computing requires a different mindset than animation for screens. This course focuses on creating interactive, real-time animation assets for Virtual Reality (VR) and Augmented Reality (AR). Students will learn to create optimized loops, blending states (Mecanim), and responsive characters that react to a user’s gaze or physical proximity within a game engine.
§ 01 By the end you can
- Create optimized animation assets (low poly/low bone count) for mobile VR/AR
- Master "State Machines" (Unity Mecanim/Unreal) for blending animations
- Design non-linear animations that react to user interaction (Gaze/Touch)
- Understand 360-degree staging and directing viewer attention
- Implement IK (Inverse Kinematics) for responsive character foot placement
§ 02 Sixteen sessions
The whole semester.
- 01Intro to Spatial Animation: The 360 Stage
- 02Optimization: Bone Counts & Skinning for VR
- 03The Idle Cycle: Keeping Characters Alive
- 04Importing to Game Engine (Unity/Unreal)
- 05State Machines: Walk, Run, Idle Blending
- 06Retargeting Motion Capture for Game Engines
- 07Look-At Constraints: Eye Contact with User
- 08 · MidtermMidterm Examination
- 09Interactive Triggers: Gaze & Proximity
- 10Facial Animation in Real-Time
- 11IK (Inverse Kinematics) for Uneven Terrain
- 12AR Animation: Anchoring to the Real World
- 13UI/UX Animation for VR Hand Tracking
- 14Performance Profiling: Frame Rates
- 15Exporting glTF/USDZ for WebAR
- 16Final Project: Interactive VR Experience
Midterm around session 8. Final project briefed at session 8 or 9 and developed in stages until the juries.
§ 03 Final project
Final Project: Interactive VR Experience
Recommended reading
- Unity Animation Essentials by Alan Thorn
- The VR Book: Human-Centered Design for Virtual Reality by Jason Jerald
- Augmented Reality: Principles and Practice by Dieter Schmalstieg
- Game Anim: Video Game Animation Explained by Jonathan Cooper
- Unreal Engine 5 Character Creation, Animation, and Cinematics by Henk Venter
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