
Welcome to this 3D animation course using Autodesk Maya!
We'll be using the 2018 version of Autodesk Maya in this course. To follow along and use the project files, you'll need to use the 2018 version (or newer - if you're watching this course in the future).
You can download a free trial version of Maya for 30-days on Autodesk's website. Google: Autodesk Maya Free Trial (Udemy won't let me create a link in this description unfortunately.)
If you're enrolled at a school then you're eligible for a free 1-year student copy of Maya!
I recommend purchasing the new offer from Autodesk for an Indie License. It's a fraction of the old cost and it's a full version of Maya.
*Note Maya LT is a limited/light version of Maya that does not have all the features of Maya. We use Maya in this course, not Maya LT.
Register for the free hour-long career webinar to learn what it's like to work as an animator, how much you're paid, and how to get hired.
This video is an update to the course, after answering over a thousand questions and seeing the same mistakes pop up over and over. So review this video and then check your model for these mistakes before continuing and look out for them as you progress.
Bevel edges and refine the bottom footprint with extrude and edge loops to add detail. Adjust normals, fix topology with multi-cut, and soften edges for smoother shading in Maya.
Edit > Delete By Type > History will save the boolean and remove the wireframe cage.
Finish the front element and doors by fixing overlapping faces, extruding with keep faces together, and beveling key edges, while checking normals for a clean Ghostbusters trap look.
Explore topology and edge flow in organic modeling, learning how line flow, edge density, and star intersections guide deformation for animation in Maya.
Master topology by reducing edge density from high to low and preserving quad geometry in Maya, using plane merges, edge merging with tolerance, and the relax tool.
Master box modeling to form the skull by pulling points and adding edge loops for the silhouette. Then switch to edge/point modeling, extruding edges and using symmetry to refine features.
Refine the skull head in Maya by shaping the side profile, adding edge loops for topology, and using sculpt and retopology techniques to achieve a rounded, three-dimensional form.
Refine a head in Maya using sculpting tools to shape the nose and cheeks, duplicate stages, toggle make live surface, and use soft select with negative scale to perfect silhouette.
Attach the eye socket to the head by refining topology with edge loops and edge flow, using append polygon and multi-cut tools to create quads.
Create rib-like geometry in Maya by using a bend deformer and nonlinear deformers, exploring box modeling and polycube setup, adjusting topology and orientation for convincing curvature.
Model the right side of a cartoon character in Maya using box modeling, extrusions, and beveling to form bones, hips, hands, and feet, with a future left-side mirror.
Mirror the right side to the left in Maya, set an a/t pose for rigging, then group, rename, and prep for UVs, shading, and texturing.
Learn to merge borders and unwrap cylinders in Maya using planar and cylindrical projections, fix seams, control distortion, and lay out UVs in 0–1 space for seamless textures.
Learn lighting and shading in Maya with Arnold by using a physical sky and HDR image to create reflections, and explore directional and physical lights and AI standard surfaces.
Fix broken texture paths in Maya by using the file path editor’s auto resolve, pointing to the source images folder, and keep textures relative to the project.
Apply a fractal texture to the roughness channel to break up a smooth metal, and use hypershade to map the fractal through alpha for a controlled, worn look.
Clean and rebuild the bones model in Maya, export and re-import as OBJ to fix history and normals, adjust hierarchy and shading, and transfer attributes before moving to 3D paint.
Explore Maya rigging basics with the quick rig tool, add joints and weights, and use control rigs to animate, while noting limitations that lead to a custom rig.
Explore rigging with Maya's quick rig tool: place joints with guides, mirror symmetry, generate skeleton and control rig, and apply skinning while noting common shoulder weighting challenges.
In this video, I walk you through the process of placing gems and a ribbon on a hat, focusing on how to effectively position objects on a curved surface. I demonstrate using a symmetrical shape to duplicate gems evenly around the hat, applying a rotation of 18 degrees for 20 instances. I also discuss creating a squiggly ribbon by manipulating control vertices and using the make live surface tool to ensure it fits the hat properly. The key takeaway is to keep the modeling process simple and efficient, avoiding over-engineering. Please consider these techniques for your own projects and let me know if you have any questions!
00:00 Placing Gems on Hat
01:42 Duplicating Gems Around Hat
05:34 Adding Ribbon to Hat
10:16 Adjusting Ribbon Position
14:36 Finalizing Ribbon Appearance
Learn the difference between inverse kinematics and forward kinematics in Maya, compare world space and the chest's relative space, and see how IK and FK influence posing and rigging.
Select full joint hierarchies with the select hi Mel script, create a shelf button, toggle local axes to compare world and local orientation, and adjust joints for positive rotation.
Create shoulder and finger controls in Maya by snapping to joints, applying constraints, and grouping for coordinated motion; fix negative values by aligning curves with a null group.
Learn to rig Maya hand spaces with shoulder, chest, and world follow constraints, using group hierarchies and set-driven keys to control how hands follow the spine.
Add a scale constraint to the head group so the head follows the bones root. Hide joints via draw style none or attribute spreadsheet and place controls on reference layer.
Export a playblast to evaluate the bouncing ball, then adjust translate y, spacing, and graph editor tangents, using post infinity and linear to extend motion.
Animate a beach ball and a bowling ball off a cliff to demonstrate weight through timing and spacing, using squash and stretch and deliberate keyframe choices.
Compare beach ball and bowling ball physics in Maya: weight, drag, friction. Use keyframes, graph editor, and middle mouse drag to rotate and slow down using infinity tangents, add overshoot.
Learn how follow through and secondary motion add believability to Maya animations by tuning drag, tail rotation, and graph editor curves to create weight and overlapping action.
Master anticipation, antic, and antics to signal upcoming motion, using graph editor techniques, keyframes, staging, and overshoot to enhance Maya animation.
Master constraints in Maya animation by building a pinching clamp for a robot and box, using a parent constraint with maintain offset to control motion and keyframes.
Learn to animate a character using reference rigs in Maya, updating one reference file and reloading it across scenes to propagate changes, guided by namespaces and the reference editor.
Explore creating a walk cycle in Maya by building contact and passing poses, analyzing hip rotation and center of gravity, and using real-world reference to inform biomechanics.
Learn to build a seamless Maya walk cycle by duplicating and mirroring poses to frame 40, adjusting in-betweens in the graph editor, and polishing the loop.
Break down a walk cycle by adding and refining keyframes, using the graph editor to fix foot roll and knee pops, and ensure smooth weight transfer.
Learn a complete walk cycle in Maya for beginners, with a start-to-finish demonstration using the extreme ball rig, covering contact, passing, and breakdown poses to build professional 3D animation skills.
Explore Maya animation fundamentals by refining in-betweens, timing, and keyframes, offsetting frames, and smoothing motion with graph editor and Euler filter, plus basic camera motion.
Learn scene scale in Maya by measuring height in centimeters, converting to meters with a 0.001 scale, and using scale constraints to keep rig, hat, and dynamics consistent.
Learn to use alembic caches in maya to bake animation, lock rigs for effects, and ensure pre-roll frames. Export geometry with UVs in world space and reapply shaders after caching.
Group the alembic cache pieces and move them out of the way, then use 2d pan and zoom to view the forearm, finally reset values to resume the simulation.
Create smoke with a bifrost emitter in Maya by offsetting the Olympic cache, keyframing frames 1020–1037, and tuning voxels, temperature, and turbulence for realism.
Adjust dissipation and cache control to manage smoke behavior in a Bifrost scene, then render with ai standard volume to tune color and density.
Create a loopable 3d blob animation in Maya, floating through a forest, and composite it in After Effects; learn this adaptable effect for any object or text.
Congratulations on completing this monster of a course. If you've made it this far by completing each lesson then you're already in the top 2% of students (most people don't finish online courses they buy). That's also why I started a mentorship program so I can be more hands on with a select few of people who want to accelerate their learning.
If you're interested give animatorsjourney.com a look, but if you want to keep going on your own I wish you the very best and hope you keep moving forward and developing your talents.
I hope one day you'll ping me and tell me you are now working in the industry or have achieved the goals you've set out to achieve. Best of luck! Lucas
You can do your own 3D animations in Autodesk Maya!
Learn everything you need to know to get started - taught by a Hollywood professional!
As the industry standard 3D animation software, learning Autodesk Maya is a great skill to help you land a job in the film, music and gaming industry. In this course, you'll learn how to create your entire animation from scratch.
What will you learn?
Getting started with Maya and understanding the interface
Modeling your own objects and scenes
Shading your objects
Creating proper UVs
Texturing your objects
Lighting your scene and creating shadows
Rendering your project
Rigging characters to prepare for animations
Animating with keyframes
Motion graphics animation (MASH) toolkit
Simulating dynamic effects like cloth and smoke
Putting together an entire scene
Learn by doing real world projects!
Throughout this entire course, you'll be working on a Dia de Los Muertos inspired scene with a complete animated skeleton. By the end of the course, you'll truly be inspired by your own skills, and confident in using Autodesk Maya.
What do you get when you enroll?
25+ hours of easy-to-follow tutorials
Bonus animation demonstrations
Downloadable project files for every step of the course
Premium support to help you as you take the course
Why learn from us?
Lucas Ridley is a professional 3D animator who has worked on Hollywood films such as Steven Spielberg's Ready Player One. His students love him, and we're sure you're going to enjoy this class.
Lucas breaks down the most complicated steps of animating in Autodesk Maya, so that you can easily start animating on your own!
Phil Ebiner is the founder of Video School Online, and has taught over one million students around the world with our top-rated courses. We only partner with the best instructors, so you'll know that you're getting a great course with this one!
Our 30-day 100% money-back guarantee!
We want you to be happy. If there's any reason you aren't enjoying the course, and getting what you expected, we'll refund your money.
We can't wait to see you in the course!
Cheers,
Phil + Lucas