
Learn core game animations in Maya, including walk cycles, run cycles, hit reactions, and traversal. Use from-scratch or reference-based methods, tailored for beginner to intermediate Maya users.
Learn to build a walk cycle in Maya using a pose-to-pose and straight-ahead approach, start with the lower body, set contact poses, and refine hip, foot, and toe lifts.
Craft a looping lower-body walk cycle in Maya by animating foot sway on the x axis, planting, and refining with graph editor post/infinity cycles, syncing hip translate and rotate.
Learn to animate the upper body in a walk by counter-rotating hips and torso in Maya, double the frames to 48, and offset curves in graph editor for believability.
Learn to refine the upper body animation in Maya by cleaning curved keyframes, fixing tangents, looping, and scaling a 48-frame cycle ready for export to a game engine.
Create a run cycle for the defiler character using a hybrid straight ahead and pose-to-pose approach, and compare run versus walk cycles while refining timing and cleanup.
Learn to animate a faster run cycle in Maya by shaping the lower body with pose-to-pose and straight-ahead methods, including contact poses, toe lift and ball lift, and hip dynamics.
Animate the lower body in Maya by refining front view foot plants, hip push off, and leg rotation using keyframes, graph editor adjustments, and IK controls for realistic walk cycles.
Learn to animate the upper body in Maya by setting and offsetting keyframes across the timeline, adjusting spine, neck, head, arms to create overlapping motion and a convincing run cycle.
Animate the upper body run cycle in Maya by cleaning curves, setting cycle keys, adjusting timing, and refining posture for export to a game engine.
Create hit reaction animations for games using maya, employing video reference, animation principles, and timing adjustments to make weapon or melee attacks feel responsive.
Learn how to create base poses in Maya from a reference clip, mark key frames, and import video as an image plane to block motion.
Set upper body base poses in Maya, aligning the spine, hips, and line of action. Refine arms and head with local versus world rotation and careful blocking.
Block base poses for a maya game character by setting keys across frames, adjusting hips, torso, and feet, and refining spacing to create a strong line of action.
Learn to refine a walk cycle by first cleaning up hip and foot motion, then the upper body, using flat tangent keys and spline curves to sculpt axis-by-axis motion.
Explore spline-based character animation in Maya, setting flat tangents and building breakdown poses across frames with offset keys for natural torso, head, and arm motion.
Delete the video reference in Maya, speed up the start by adjusting keyframes in the graph editor, and scale the overall duration to add life.
Create a traversal animation in Maya by blending video reference with an existing hand-cut animation for a ledge jump. Save poses from animations to use in blocking and smooth transitions.
Block out the intro by assembling poses from a reference clip and a land animation in maya, reusing existing poses with a pose shelf.
Block the run cycle in Maya using stepped keys, adjust poses across frames with the graph editor, and refine lower-body poses with world orientation before spline work.
Learn to spline motion in Maya by refining lower and upper body rigs, switching tangents from stepped to auto, and keying hips, feet, spine, and arms for natural motion.
Refine character animation in Maya by adjusting timing, frames, and graph editor curves to land smoothly with hang time at the apex and align the hips and feet.
In this course, instructor Justin Harrison walks through the process of creating various animations commonly found within a game environment. Here he shows us how to create a walk cycle, run cycle, hit reaction animation, and a simple traversal animation while either animating from scratch, using reference, or a combination of both. The pre-rigged character is also available as part of the course for you to practice with! (Students - please look under Section 1 / Lecture 1 downloads for the character to use with the lesson.)
More about the Instructor:
Justin Harrison is a Character and Technical Animator with more than 7 years experience in the game development industry. Currently, he is working for Molten Games in Del Mar, CA on an unannounced title. Previously he has worked for for both Activision and Sony on titles such as The Bourne Conspiracy, Ghostbusters: The Game, as well as Transformers: War for Cybertron to name a few. Justin holds a BFA in Digital Art and Animation from the College for Creative Studies, and has a generalist skill set that ranges from artistic modeling and asset creation, to motion capture and keyframe animation, to technical rigging and character setup.