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Animate an Anime Inspired Run Animation in Maya
Rating: 5.0 out of 5(4 ratings)
98 students

Animate an Anime Inspired Run Animation in Maya

Professional 3D animation workflows applied to an anime inspired female run!
Created byAmedeo Beretta
Last updated 7/2021
English
English [Auto],

What you'll learn

  • Animate an anime inspired female run in Autodesk Maya
  • Work based on references
  • Manipulate reference sequences in Maya
  • Splining and polishing workflows for professional animation
  • Mirror poses quickly and effortlessly
  • Timing for locomotion
  • Animation on twos VS animation on ones

Course content

1 section38 lectures2h 11m total length
  • Intro & Preview: Animate an anime inspired, stylized female run animation in Au1:18

    Learn to animate an anime-inspired, stylized female run in Maiya with a solid workflow. Design key poses, evaluate, import, and manage references, and iterate to polish a compelling run.

  • Finding references for animation1:46

    Decide the run type to animate in Maya, collect references from live-action sources and YouTube, and study Toshiyuki’s Millennium Actress Run (one drawing every two frames) at 24 fps.

  • 002_The story of a run.mp41:20

    Explore the locomotion cycle of a run, featuring a brief flight pose, a sequence of contact, counterpose, down, passing, and up poses to drive forward motion.

  • 003_Identifying the essential poses of a run.mp45:11

    Identify the essential run poses: counterpose, down/passing, kickoff, up, and contact, and compare traditional versus alternative approaches to propel the character forward.

  • Setting Up the Project and Finding a Rig2:52

    Set up a Maya project, organize folders, and reference the Rocket Girl rig to prepare a stylized anime run, using clear naming and save conventions.

  • Working With Video References5:42

    Import video reference as an image sequence, set up the anime run image plane in Maya, and adjust frame offset and depth to align the sequence with perspective view.

  • Setting Up Maya for Animation1:22

    Learn to configure Maya's selection mask to isolate animation curves, enabling precise control of animation keys while navigating the top bar and curve icon settings.

  • Setting Up the Rig5:35

    Set up the maya rig to favor animation by decoupling knee pull vectors from foot orientation using world space, and switch arms and head to global orientation for flexible movement.

  • Designing the Run Contact Pose8:00

    Learn to set up a Maya rig for run animation by building a clean contact pose, using a counterpose, axis orientation, and natural chest-pelvis and limb motion.

  • Mirroring Poses With Red9 Studio3:32

    Learn to mirror poses in Maya using Red Line Studio and its mirror kit. Load the mirror map file, select finger controls, and apply left-right symmetry with a single click.

  • Mirroring the Contact Pose2:23

    Create a locomotion loop in Maya by capturing the initial contact pose, mirroring it for the opposite contact, and refining with controller adjustments.

  • Improving the Contact Pose3:19

    Improve the contact pose by bringing the elbow closer and twisting the shoulder and wrist for a feminine, defensive look; mirror frame eight to frame one to create locomotion loop.

  • Giving the Face a Bit of Emotion1:11

    Adjust the facial rig to convey sadness by lifting the eyebrow center, rotating slightly, straightening the line with mild asymmetry, and closing eyelids while lowering the jaw and mouth corners.

  • Setting the Viewport Evaluation Mode to DG0:40

    Set the viewport evaluation mode to DG or parallel in Maya to test playback and preview visuals without affecting your animation.

  • Blocking With Stepped Tangents? Not Exactly.3:12

    Leverage default spline or stepped tangents in Maya to accelerate blocking, using graph editor and timeline previews to build a kickoff pose while balancing automation with manual pose control.

  • Blocking Strategy: the Tangents0:39

    Block with default tangents set to auto to preview and evaluate blocking, using interpolation from an existing pose while staying flexible about workflow approaches.

  • Tracking the Reference Video2:38

    Track the reference video in Maya by stabilizing the image plane with offset adjustments, keeping the body centered in the viewport for accurate post-production analysis.

  • Devising the Kickoff Pose7:02

    Define the kickoff pose at frame four by lifting the right foot, aligning the hips and spine, and adjusting the elbow and wrist for a forward motion.

  • Why It Is Important To Set a Key on All Controls for a Pose During Blocking1:46

    Set a key on all controls for the pose on that frame during blocking to prevent the pose from changing when using step preview, ensuring accurate feedback.

  • Designing the Up Pose7:37

    Offset the image plane by one frame, align poses, and set keys to stabilize the up pose in Maya in 3d, then use the graph editor to smooth motion.

  • Designing the Down Pose9:29

    Refine the down pose by adjusting the hips, weight shift, and the supporting leg for a clear forward run, then mirror the pose and compare timing against references.

  • Writing Animation Notes to Yourself.mp42:26

    Record precise notes on head-body delay, increased down motion between eight and nine, and left arm arc from eight to eleven to guide quick fixes and demonstrate progress to stakeholders.

  • Addressing Our Own Notes.mp47:11

    Adjust the run cycle by lowering the body for downwash, delaying head motion, and refining timing with mirrored poses, frame by frame for smooth arcs.

  • Evaluating the Run Animation So Far.mp40:35

    Evaluate the run animation so far by reviewing frames that need attention and noting how 30 fps versus 24 fps playback affects timing in Maya.

  • Troubleshooting From the Front View1:29

    Stabilize the front view by limiting neck and head motion, using neck control and a global axis, and duplicate mirror poses while copying keys to keep the run sequence consistent.

  • Reducing the Head Ups and Downs2:18

    Master head stabilization in a Maya run by counter-stretching the chest and head on the upswing, using mirrored poses to keep hip motion while retaining the body’s ups and downs.

  • Introducing Back and Forth Body Motion1:35

    Master back and forth body motion in Maya by adjusting tangents, pushing the kickoff pose forward, and duplicating and mirroring poses to create a natural run cycle.

  • Troubleshooting the Face Animation0:24

    Troubleshoot face animation by setting a single expression key at frame 9, copying it to frames 1 and 2, deleting others, and playing 1 to 16 for smooth emotion.

  • Watching the Animation on Twos0:21

    Watch how to create an anime-inspired run using Maya by watching the animation on twos, setting playback to step, and building a playlist to preview a cool, appealing result.

  • Make the Character Run Through Space2:52

    Move a character through space in Maya by blocking with two keyframes, aligning foot controls, preventing sliding with linear tangents, and looping motion via graph editor infinity.

  • Splining the Body Animation13:01

    Isolate body parts, build selection sets, and layer the rig to create a clean run animation in Maya, then refine hip, chest, and limb curves for smooth looping.

  • Restoring Some of the Heads Ups and Down6:10

    Learn to adjust head counter motion in a Maya run animation by using the graph editor to scale translation curves, preview results at distance, and reduce movement by targeted percentages.

  • Splining the Feet5:20

    Spline the feet by refining keyframes and curves. Activate auto tangents for lift off and keep linear contact to craft a smooth arc and believability in Maya.

  • Copying the Foot Animation to the Opposite Side4:15
  • Splining the Arms1:53

    Master spline arm rotation in Maya by adjusting y-axis curves to keep the elbow forward, duplicate and mirror keyframes for the left arm, and achieve a symmetric, anime-inspired run.

  • Tweaking the Splining2:50

    Tweaking the splining in Maya adds reaction and overlap to a run cycle, using animation layers to delay nose and head motion and loop smoothly.

  • Cleaning IK Pops1:17

    Prevent ik pops by frame-by-frame adjustments, lowering the foot and softening knee motion to keep transitions smooth, with feet flat on the floor for a Japan inspired female run.

  • Conclusion and Outro0:58

    Apply techniques from the course by animating runs from references, practice walk cycles, and master transitions between runs and walks to deepen your understanding of body mechanics in Maya.

Requirements

  • Be able to navigate Maya's viewport
  • Be able to set keys on the timeline
  • Understand the basics of Maya's Graph Editor
  • To know that animation layers exist in Maya

Description

Learn efficient 3D animation workflows by delivering a professional looking, anime inspired, stylized female run animation in Autodesk Maya.

I always wanted to study one of those cute female runs from animes. It's tough to match the 2D pencil approach, in my opinion (and also animation made on twos has its own particular charme), but let's see how to get as close as we can to it in 3D!

Together we will go through the whole process, from analyzing references and setting the project in Maya, to the delivery of the polished animation.

This course is designed for beginner animators who understand the basics of the workflow but struggle to give their animation that level of quality and believability typical of professional products.

At the end of this course you will be able to confidently animate a stylized run, interpret reference footage for animation, and adopt the same techniques professionals employ to produce industry standard animations.

You will learn about:

  • Working with video references

  • Identifying and designing the key poses of a run

  • Troubleshooting posing

  • Mirroring poses using Red Studio 9

  • Setting up priorities for splining

  • Animation splining and polishing workflows

The course will employ industry standard software Autodesk Maya, but the same workflows can be applied to any 3D package.

Check out the course preview!

You can find more tutorials on my Youtube channel and you can Join my Discord server, check the links in my profile.

Who this course is for:

  • Beginners who struggle to deliver convincing locomotion animations
  • Beginners who want to learn efficient workflows to animate human characters
  • Beginners who want to animate professionally
  • Anyone who wants to have some fun animating a nice character!