
Learn to create a from-scratch quadruped run cycle in Maya for games, starting with reference speed and layering motion body to legs and head, refining curves in the graph editor.
Load the reference without altering the model, enable real-time playback, and create a ground cube. Use the graph editor to smooth curves and auto-create keyframes for a quadruped run cycle.
Learn to pose a character using reference images, choose side or perspective views, save a key on each controller, and block rough run poses focusing on landing and stretch.
continue refining breakdown poses for a quadruped run cycle by adjusting the third position with timing shifts and limb contrasts for realism, testing delays and opposite movements.
Learn timing techniques for a quadruped run cycle in Maya by refining ground speed, keyframe placement, and graph editor edits to keep motion lively and avoid a mechanical look.
Apply overlap to a quadruped run cycle in Maya, exaggerating neck and head motion while refining timing and consistency with the graph editor.
Refine a quadruped run cycle in Maya by smoothing leg motion, aligning ground contact with forward movement, and adjusting tangents and curves for fluid, non-linear timing.
Learn to animate a quadruped tail for secondary emotion in a Maya run cycle. Block from center of gravity, refine the first key, and adjust with shift for fluid motion.
Master secondary ear motion in a Maya quadruped run cycle by shaping curves, keyframes, and channel timing to add varied movement while maintaining a clear lead.
Apply secondary motion by animating up-and-down curves and rotational movement on the X axis, copying keyframes and balancing channels for a fluid, natural quadruped run cycle in Maya for games.
Perform a thorough polish pass by testing and fixing every controller in the quadruped run cycle, refine ground contact, axis tweaks, and subtle details for a game-ready Maya animation.
Learn to animate a quadruped run cycle in Maya using animation layers to manage timing and symmetry; wrap up by refining keys with the graph editor and adding variation.
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.