
Course source files and sample rig / animations
Master Maya's time slider to edit animation with multiple editors, keyframes, and right-click tools, then use copy-paste, tangents, and the dope sheet for precise motion.
Explore how animation layers in Maya let you adjust motion non-destructively, preserving base curves while adding edits to keyframes, with autokey, zero key, and layer weights.
Utilize animation layers to non-destructively adjust a character's pose, preserving existing motion while editing with layer weights, graph editor tweaks, and selective controller edits.
Learn how to bake animation in Maya by merging layers, choosing smart bake or sample by settings, and cleaning keyframes with graph editor tools like Euler filter and curve simplification.
Plan before you animate by gathering reference and thumbnails to inform your poses, timing, and action. Consider the context—film, game, or single shot—to tailor your approach and workflow.
Use video reference to plan key poses, breakdowns, and in-betweens, and timing, not copy frame-by-frame; observe life to inform silhouettes, line of action, and motion.
Block key poses and breakdowns in Maya, manage center of gravity, line of action, and silhouette with exaggeration, while blending FK/IK and constraints for readable animation.
Convert key poses to spline and smooth transitions with tangent handles, applying overlap, easing, and timing offsets to refine hips, feet, and spine motion.
Polish the animation by cleaning up foot sliding and refining key poses between frames. Align hip, knee, and hammer arcs with breakdowns and spline controls to improve timing and weights.
Inside of Maya, learn the best practices for creating key frame animations, animating on a path, and editing your animations and utilizing layers. You’ll learn by example as we create our animations on a fully rigged character, and the process is presented from initial concept to key poses and final animation polish.
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.