
This video contains the overall view of what this lecture series has in it for you. It is very important that you have an understanding of Maya and the basic principles of Animation. So, what are you waiting for? Lets learn how action shots are created in Films and Games.
This Lecture contains the Testing of the Rig, how it works and it attributes. This Lecture also contains the rough storyboard which will be used during the course and will go through creating a simple scene for the character.
This Pdf contains the rough storyboard specifically made for this Lecture series.
This Lecture contains the starting of the rough layout poses from the storyboard that we discussed in the previous lecture. And from there we continue to building out our whole Flight path and flight poses.
This Lecture contains things like the very basic timing required for the layout poses that we did, just to understand if the motion is working correctly and how to create camera for Action shots and the use of Internet as a reference Tool.
This Lecture contains how to create multiple cameras and use them in the shot in sequential order to make it a scene containing multiple shots. The lecture also contains the cleaning up and simplifying the Layout poses that we worked on earlier.
This Lecture contains how to cleanup the Flight sequence and also contains the blocking of the Walkcycle.
This lecture contains important Drawovers to make you understand what poses are correct and what are not as a part of the Poses analysis part. This lecture also describes the Airposes or Hangtime poses for the Flight Sequence.
This lecture contains how to use reference from the internet and the dos and donts of what pose to take and what not to. This lecture also contains how to animate a simple camera movement.
This lecture contains Camera animation that we started in the last lecture and continued it to add drama to the action shot.
This Lecture contains the mechanics for the first attack action.
This Lecture discusses how not to heavily depend on storyboards for the actual action but to take reference from recording and make their own interpretation of the action before starting to animate.
This Lecture contains the continuing part of the Second attack action that we left on the last lecture.
This Lecture discusses the important factors for using powerful breakdowns, what are the dos and don'ts .
Thiis Lectures continues where we left of on the Breakdown part and then some. This lecture also contains creating the walkcycle in the end.
This Lecture discusses about Timing the breakdowns that we created.
This Lecture contains the part where the Curves are Splined, right after the blocking is done.
This Lecture continues the Splining of the Curves we left in the last lecture.
This Lecture contains the fixing of the Character's feet placement on the ground.
This Lecture contains the part where we fix the Landing pose for the character. This Lecture also discusses Inbetweeing.
This Lecture discusses about Smoothing out the Splines and cleaning up to a certain level.
This Lecture primarily discusses about The overall Timing of the Sequence.
This Lecture contains Timing of the Walkcycle and Adding the Weapon.
This Lecture continues Adding the Weapon where we last left in the last Lecture.
This Lecture continues with the Weapon poses and Cleaning it up to have good arcs.
This Lecture contains addition of the Spear rotating special effect on interface and also contains Hand-Held Camera animation.
This final Lecture contains Finallizing All poses and motions by cleaning up whatever required and also adds a Background so that we have something for the camera's movement to compare to. With playblasts of the final motion, it concludes.
This course is a part of the Character Animation Workflow series which consists of Industry level VFX studies and deals with creating Charater/Creature Animation from scratch and finally integrating it to real environments and games.
The course will go through the concept of the Animation Workflow in the Industry and discuss the script which has been specifically designed for this course. The requirements for this course are: Autodesk Maya and Adobe Photoshop and a good Knowledge about the Principles of Animation.
A certificate of completion will be available on completion of course. Write to me for any questions or doubts you have regarding this course. Okay, Lets learn how Hollywood has been creating VFX/Animation through their CG production pipeline.