
Learn to rig and animate a 2D game character in Blender, apply textures, and create a walk cycle for seamless import into Unity.
Meet Pendragon, the dragon hero we'll build in this course, created from Photoshop sketches. Explore his casual, optimistic persona crafted with Inkscape vector art, and prepare to move to Blender.
Improve your 2d character animation workflow in blender by customizing user preferences, enabling auto perspective, and selecting compute devices, interface themes, and region overlap.
Configure Blender to Maya-style keyboard controls for consistent viewport navigation and object manipulation across Blender, Unity, and Unreal Engine, while removing conflicting shortcuts for game character workflows.
Blender stores images as external references with relative paths, so moving the file breaks loads. Pack images into the blender file to ensure loading, though it increases size.
Import image reference materials into Blender to guide 2d character modeling. Create empty objects, load images into the viewport, and rename parts such as torso and limbs.
Model the character's left arm from reference in Blender, aligning to world origin, and refine topology with edge loops and loop cuts to ensure clean deformation in animation.
Apply depth sorting to imported character parts by creating a reference char parent, adjusting z-order in the viewport, and rotating to the front view for proper overlap.
Learn torso modelling for a 2D game character in Blender by shaping a plane in edit mode, inserting vertices and loops to refine topology, and using subdivision surface for smoothness.
Configure the viewport by deactivating reference image selection with the cursor, cascade the setting to descendants with control-click, and apply transparency to ghost references for focused modeling.
Review how the complete character model is built from separate parts: left arm, right arm, left leg, torso, neck, head, and back hair, and prepared for rigging.
Model a 2D character from an imported reference, unwrap and texture map, rig, and prepare a looper bull walk cycle in Blender, then import into Unity.
Recap the pendragons model progress, verify depth ordering in the front view, and prep for texture mapping by removing uv maps and planning textures for missing limbs.
Combine separate mesh pieces into one in Blender using join, then use vertex groups to preserve and easily select sub-parts like the left arm, torso, and head.
Combine character meshes in Blender, reset transformations, and unwrap the model in the image editor to lay out a texture map with islands and shells.
Map the penguin character’s UV islands to a texture in Blender, load the texture, and preview the result in textured viewport while tweaking vertex positions to fit the texture space.
Complete the texture map by selecting torso, head, arms, and legs, align them with scale and rotate tools, preview in the 3D view, and apply textures to the remaining pieces.
Map the character to its texture in Blender, create a material, connect the texture to diffuse color, and enable shadeless to preview in text, material, and render modes for Unity.
Switch to the cycles render system and set up node-based materials for the character, using an emission shader and image texture for shadeless rendering in viewport and render.
Remap your character textures by adding a second UV map, baking into a new image in the image editor, and using Blender's texture paint mode to maximize texture space.
Blender's texture atlas add-on enables sharing a single UV space across multiple Pendragon parts while keeping them as separate objects, enabling coordinated unwrapping.
Learn to rig the Pendragon character with an armature in Blender, enabling vertex-level animation via vertex groups, setting the origin to the shoulder, and combining body parts into a mesh.
Create a Blender armature to rig the Pendragons character, starting with a single bone and extruding to hips, torso, and shoulders, then enable x-ray for clear bone visibility.
Rig the upper body with a blender bone armature, add elbow, shoulder, neck, and head bones, and name them clearly to establish a parent‑child structure.
Create and name the leg bones—upper_leg.L, lower_leg.L, foot.L, and their right-leg equivalents—by extruding from the hip to form a complete leg rig, then parent with keep offset.
Connect the armature to the character mesh with automatic weights to enable pose-driven deformation, then refine vertex groups and the bone mappings.
Apply weight painting to prevent torso deformation by arm bones, selectively selecting vertex groups and painting zero weights for upper arm, lower arm, and hand to isolate torso.
Learn weight painting in Blender to refine torso and arm influences, isolate the right arm, remove torso influence, and blend shoulder, upper arm, and lower arm weights for cleaner animation.
Learn to use inverse kinematics to animate a 2D character in Blender, setting up bones, resetting poses, and creating IK handles to control legs with feet on the ground.
Apply inverse kinematics to both legs in blender, set IK targets and chain length, then lock x and y rotations while constraining z to 0–180 degrees for walk-cycle animation.
Explore inverse kinematics and bone layers to simplify rig control; move thigh and shin to a separate layer, hide them, and view multiple layers for clean, efficient walk-cycle animation.
Conclude by tracing Pendragon's progression from mesh to rig with unwrap, textures, and inverse kinematics for a walk cycle, plus fbx export to Unity or Unreal.
Animate a 2D game character in Blender using the map rig to build a walk cycle that runs well in Unity and other game engines.
Prepare to animate Pendragon character in Blender, exploring inverse kinematics, and configure the animation layout with dope sheet, animation graph, and a 33-frame walk cycle with start and end markers.
Design a walk cycle for the Pendragon character by mastering the four poses: contact, down, passing, and up, focusing on weight transfer and stride length to create a continuous walk.
Create the contact pose for the walk cycle by keyframing the default pose, then position the feet and limbs at frame 1 and duplicate keyframes to frames 17 and 33.
Create passing pose between contact poses by transferring weight to a planted leg while the other leg moves with IK, and keyframe frames 9 and 25 in Blender and Unity.
Refine poses for a 2d walk cycle by swapping leg positions at frames 17 and 25, ensuring crossing and passing motions, and keyframing the full character to achieve convincing animation.
Block the down pose in a 2D walk cycle by positioning legs, hips, and arms to convey weight transference and a lazy, heavy feel, guided by frames 5 and 21.
Position the up pose in a walk cycle by aligning the front leg for ground contact, refining leg angles, and adjusting the arm and head to create a smooth loop.
Use the curve editor to adjust animation curves, set keyframe interpellation to constant for transitions, and refine arm curves by isolating bones and moving keyframes for a smooth walk cycle.
Export the Pendragon character’s mesh, material, rig, and animation data to the sbx format, baking animation and preserving the pivot at the feet for unity import.
Conclude by showcasing a character from concept to completion in blender, with a walk cycle, exported as an SBX file with mesh data and prepared for Unity import.
Import the texture first, then the mesh into Unity to preview the texture on the mesh, and switch to advanced settings to disable mip maps for better quality.
Configure the imported Pendragon character by setting the rig to generic, enabling animation import, and creating two clips: a walk (frames 1–32) and an idle (frames 0–2) for Unity.
Configure the Pendragon character with an unlit shader texture for a crisper look and replace the default material. Organize assets into folders, adjust scale, and align the orthographic camera.
Create and configure an animator controller for the Pendragon character. Build a blend tree to seamlessly blend idle and walk animations based on user input, enabling direction facing and movement.
Export the penguin character from Blender as an sbx file along with its texture. Import the mesh and texture into Unity to work with looping walk cycle and rigged animation.
Read input from multiple devices with a single line of code by querying the horizontal axis, which maps keyboard left/right and joystick or gamepad inputs, updated each frame.
Set up a 1D blend tree to smoothly transition the Pendragon character from idle to walk, using motion fields and a move parameter driven by horizontal input.
Feed keyboard input into the move parameter of the animator to drive the 2D character’s walk cycle and map horizontal input to enable left and right movement along the x-axis.
Assign the animation controller to the Pendragon character, configure the blend tree to blend idle and walking with the move parameter, and prepare to connect a slider for user input.
Move the Pendragon character in Unity with a single line transform update using speed, Time.deltaTime, and horizontal input, while adjusting speed in the inspector and flipping the right vector.
Create a scripts folder, add a C# script named controller, and attach it to the player character to drive movement in Unity. Open the script in MonoDevelop.
Learn how to access the animator and transform components from a Pendragon character using GetComponent to initialize references, enabling animation control and movement.
Conclude the course by modeling, unwrapping, rigging, and animating a pendragon character, exporting an FBX with textures, and importing it into Unity for a player-controlled character.
Learn how to create and animate 2D game characters in Blender, for use in the Unity Game Engine. In this course for intermediate users, Alan Thorn outlines a solid, step-by-step workflow for building, mapping and animating appealing game characters that perform well and work effectively in a game engine. See how to model precisely from imported reference images to make an interesting character. Learn how to unwrap and texture character models using Blender's powerful mapping tool-set. Then explore how to rig and configure your character, complete with Inverse Kinematics, to create realistic motion. And then animate a walk cycle for your character, which can be repeated seamlessly. Finally, see how to import your character to the Unity engine for performance in-game. By the end of this course you'll understand a flexible and powerful workflow for making 2D characters that bring your games to life...
More about the Instructor:
Alan Thorn is a multidisciplinary game developer, author and educator with 16 years industry experience. He makes games for PC desktop, Mobile and VR. He founded 'Wax Lyrical Games' and created the award-winning game 'Baron Wittard: Nemesis of Ragnarok', working as designer, programmer and artist. He has written twenty-two technical books on game development and presented eighteen video training courses. These courses cover game-play programming, Unity development, 3d modelling and animation. Additionally, he has worked in game development education as a Senior Lecturer at Teesside University and a Lead Teacher for Uppingham School. He is currently a Visiting Lecturer at the National Film and Television School and a Visiting Lecturer at London South Bank University.