Learn to Animate a Quadruped Run Cycle in Maya for Games
Learn to Animate a Quadruped Run Cycle in Maya for Games, available at $19.99, has an average rating of 4.17, with 14 lectures, based on 9 reviews, and has 195 subscribers.
You will learn about Setup references for your animation Blockin and frame poses Edit animation curves Build and polish animations Understand animation timing This course is ideal for individuals who are Those looking to understand the realm of animal and non-bipedal animation It is particularly useful for Those looking to understand the realm of animal and non-bipedal animation.
Enroll now: Learn to Animate a Quadruped Run Cycle in Maya for Games
Summary
Title: Learn to Animate a Quadruped Run Cycle in Maya for Games
Price: $19.99
Average Rating: 4.17
Number of Lectures: 14
Number of Published Lectures: 14
Number of Curriculum Items: 14
Number of Published Curriculum Objects: 14
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- Setup references for your animation
- Blockin and frame poses
- Edit animation curves
- Build and polish animations
- Understand animation timing
Who Should Attend
- Those looking to understand the realm of animal and non-bipedal animation
Target Audiences
- Those looking to understand the realm of animal and non-bipedal animation
In this course, we will be animating a quadruped run cycle for a video game from scratch. We will start by setting up the reference plane for the in-game speed, followed by blocking all the main poses with appealing shapes that can be read from any angle of view. From there, we will start to work with the timing to make those poses fit on the correct frames, and progressive. We will then add in-betweens as we continue to adjust the timing. It is going to be a progressive refining process, and we will be moving around a lot between the animation controllers as we refine the motion. We will also work with some variation in speed, dynamic arcs, follow through, and how to correct address the feeling of weight for the character. During this final polish stages, we will begin working on the core of the body, and edit that as we begin to edit and tweak the motion of the secondary elements. To wrap things up, we will be covering a quick trick to make the animation look more organic by using animation layers on certain parts of the character.
(Students – please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Thiago is a freelance character artist an animator currently located in Paris, France. He graduated from the University of Sao Paulo with a degree in Architect and Urban Planning, and also attended Animation Mentor. He has worked on various projects in recent years including some with Brain Corps Entertainment, Ossian studios, Swordtales, and the Dota2 Workshop.
Course Curriculum
Chapter 1: Animating a Quadruped Run Cycle in Maya
Lecture 1: Download Course Files Here!
Lecture 2: Introduction
Lecture 3: Scene Setup
Lecture 4: Creating Key Poses
Lecture 5: Creating Breakdown Poses
Lecture 6: Timing
Lecture 7: Adding Overlap
Lecture 8: Refining the Legs
Lecture 9: Secondary Tail Motion
Lecture 10: Secondary Ear Motion
Lecture 11: Secondary Motion Extras
Lecture 12: Polish Pass
Lecture 13: Animation Layers and Course Wrapup
Lecture 14: Bonus Lecture: Further Learning with 3dmotive
Instructors
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3dmotive LLC
High Quality 3d and Game Art Training by Industry Pros!
Rating Distribution
- 1 stars: 1 votes
- 2 stars: 0 votes
- 3 stars: 1 votes
- 4 stars: 3 votes
- 5 stars: 4 votes
Frequently Asked Questions
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