
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.
Enhance your Maya animation course experience by using playback speed, video quality, and captions or transcripts, while accepting Udemy review prompts or choosing ask me later.
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.
Explore the Maya interface, viewport and timeline, learn to navigate tools, tooltips, and panels, and use spacebar hot box and outliner to manage objects and views for starting animation.
Move, rotate, and scale objects in Maya using manipulators and axis isolation, and learn camera navigation with alt-right zoom, middle-mouse pan, and alt-left orbit.
Use the J hotkey to enable stepped snapping with Maya manipulators for move and rotate, switching between absolute and relative step snaps, and using gimbal/discrete rotate for world-axis alignment.
Master 3D modeling concepts, including hard surface versus organic forms, and plan projects in Maya using anti-aliasing and ambient occlusion, while preparing a hard surface model and an organic character.
Model a ghostbuster trap in Maya using poly modeling to create vertices, edges, and faces, set a project, save scenes, and align parts with snapping.
Master Maya basics by detailing a Ghostbuster trap with insert edge loop and two edge loops, use poly extrude and append to polygon to create bevels and refined edges.
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.
Learn practical modeling techniques in Maya, including beveling edges, centering geometry, and using booleans to subtract shapes, with workflow tips and history cleanup for clean geometry.
Edit > Delete By Type > History will save the boolean and remove the wireframe cage.
Create the knob in Maya using bevels, cap a cylinder, and add ribs with a motion path and poly to curve, then snapshot and delete history.
Learn to model the front section in maya by extruding a cube, snapping vertices, and aligning edges, then merge vertices, add edge loops, and bevel edges for the doorway.
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.
Learn how to create the Ghostbuster cord by extruding a cylinder over a curve, rebuilding it with subdivisions, and beveling edges to refine the trap's hard surface detailing.
Learn Maya 2022 sweep mesh to create chords and interior wires along curves, replacing extrusion. Adjust profile scale, resolution, and twist to craft braided rope or custom trim.
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.
Explore topology in Maya by turning an even edge-loop setup into clean quads, resolving ngons and triangles with edge loops, merges, and the multi-cut tool.
Map a reference image onto a single-face image plane in Maya, align it with front and side views, and organize it on a display layer for easy modeling.
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.
Begin shaping the eyes and clean up the model, refining topology with eye socket edge loops. Switch between front and perspective views, extrude and merge edges to form the socket.
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.
Learn how to use the quad draw tool for retopologizing on top of existing models, leveraging make live, edge loops, and relaxation to create animation-ready topology that follows skull contours.
Master nose modeling in Maya by building quad-based topology with edge loops, extruding and refining the cavity, and adjusting edge flow across front and perspective views.
Clean up nose topology by adding edge loops and extruding, then merge and adjust to create even spacing and volume. Prevent gaps and prepare for mirroring.
Explore Remesh and Retopologize in Maya 2020 to convert a messy boolean mesh into quad-based topology for animation and enable rapid prototyping.
Learn to mirror a skull head in Maya, align center edges, combine meshes, and refine symmetry with sculpting tools, while adjusting eyes, cheekbones, and optional horn exaggerations.
Learn to mirror geometry in Maya with a one-click tool, while mastering manual techniques to understand axis, topology, and common pitfalls when merging or separating meshes.
Use the lattice deformer to adjust head proportions in Maya, editing lattice points with soft selection, and preserving changes by parenting the lattice to the head.
Model a spine joint from a cylinder with bevel for a clean spine. Attach a curve as a motion path, then use flow path and wire deformer for variation.
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 sternum quickly with box modeling, extruding faces, and edge loops to connect with ribs in a cartoon skeleton, while refining proportions and collarbone using front and right views.
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.
Discover look development concepts in Maya, including UV mapping to wrap 2D textures on 3D objects, the roles of shading and textures, and lighting to reveal material realism.
Learn UVs and planar projection in Maya, including creating and unfolding UVs, using the UV toolkit, and fixing distortion with layout, flips, and texel density.
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 to straighten UVs for cylinder projections and transfer UVs between identical objects using component-based matching and the transfer attributes workflow, with practical tips and shortcuts.
Learn to unwrap the ghostbuster trap in Maya, using uvw planar and the best plane option, adjust seams, and prepare for a new unwrapping tool in the next lesson.
Learn to unwrap the bones head in Maya using camera based projection, the 3D cut and sew tool, and symmetry to minimize seams and distortion.
Learn UV mapping for a symmetric body: place seams, use the 3D cut and sew tool, and unfold efficiently. Transfer attributes to the opposite side and manage texel density.
Explore shading, texturing, and lighting in Maya using Arnold's eye standard surface to create metal materials like brush metal, and learn how physically based renders model light interactions.
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.
Explore the differences between photographic and procedural textures in Maya, learn to apply a file texture using an AI standard surface shader, and preview updates in the viewport.
Apply procedural textures in Maya with the Arnold standard surface shader and ramps. Learn to adjust UVs, texture placement, tiling, and mirroring to align textures for realistic shading.
Add a ground plane and infinity background to reveal edges and reflections, then create chrome reference balls for look development and shader adjustments.
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.
Create a brushed metal shader in Maya using Arnold Standard Surface, anisotropy, bump maps, and fractal textures to achieve streaky reflections and subtle surface detail.
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.
Master Maya's 3D paint tool to texture a head, switching to a Lambert shader for compatibility, then paint, erase, blur, and save textures while exporting UVs for Photoshop refinement.
Apply a rust shader to brush metal using a 3D paint mask and a mix shader in Maya, blending textures with alpha and color correction.
Finish the Ghostbuster trap in Maya by refining textures, shaders, and lighting with Arnold render view, color balance, and fractal textures; learn procedural texturing and bump maps for realism.
Set up Arnold render, enable atmosphere fog, and position a spotlight to illuminate Ghostbuster trap. Apply 3D cloud textures to the fog, adjust density, and tint it purple.
Learn to add surface texture with displacement maps in Maya using Arnold, enabling render-time geometry, Cat Clark subdivisions, and an efficient shader workflow.
Explore shading with a glass material in Maya by applying a glass preset, adjusting thin wall, and unchecking opaque in the Arnold shape to enable caustics and transmission.
Explore essential Maya lighting techniques using Arnold: set up a three-point system with key, fill, and rim lights, experiment with area and mesh lights, adjust shadows, and optimize renders.
Render an animated sequence in Maya with Arnold, setting frame range and file naming, choosing image sequences (EXR or JPEG), and mastering the master cam and sampling to reduce fireflies.
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 prop rigging in Maya by applying control curves, building a hierarchy, and using parent constraints to manage multiple pivot points for a hat and its gems.
Learn prop rigging pivot control in Maya by creating groups and constraints to adjust pivots during animation, including world space pivots and maintaining offset for clean hierarchy.
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.
Create a bone skeleton in Maya using the quick rig tool and manual joints in orthographic views, then rename, mirror, and adjust joint size for clean rigging.
Create finger joints in Maya with the Create Joints tool, duplicate and mirror to the right hand, label and rename from joint labels, then parent the fingers to the hand.
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.
Adjust rotation order in Maya to control the hip joint's rotations and prevent gimbal lock by selecting the parent axis.
Create arms and legs from scratch for a precise IK rig in Maya by building and mirroring joints, unparenting hands, renaming bones, and aligning joints for proper animation.
Create ik handles for limb rigging and apply pole vector controls to guide elbow direction in Maya. Use curves as pull vectors, constrain them, and freeze transforms for stable rotation.
Create hand controls in maya with curves and cubes, set up ik and pole vector constraints, adjust rotation orders, and organize with groups for clean animation.
Learn to build a reverse foot rig in Maya, establishing heel, toe, and ball pivots. Constrain the IK handle and original joints, test behavior, and mirror for the right foot.
Create a one-control Maya foot rig using set driven keys to drive heel, ball, and toe rotations from a foot roll attribute, with IK alignment and clean constraints.
Build an independent toe control to bend the toe backward while preserving the foot roll, by adding a toe constraint group that aligns to the existing joint chain.
Organize the Maya rig by grouping constraints and renaming joint groups under bones in the outliner. Constrain the con group to the main locator so the rig follows when scaled.
Create an independent hip control by adding a hip joint and using parent constraints to connect it to the hips while the cog spine remains separate.
Create spine controls in Maya, constrain spine joints to circle controls, and parent them to maintain hierarchy so rotating the spine control group moves all joints together.
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 how to constrain the hand to the shoulder using a point constraint and a locator, so the hand follows the shoulder while preserving orientation.
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.
Learn to create head space in Maya with a neck control and head con group, using point and orient constraints to follow the spine or stay upright in world space.
Explore skinning by binding geometry to joints and parenting the feet to the left football joint, verify with the Outliner, isolate select, and adjust the knee to prevent crashes.
Fix knee collisions by repositioning joints in world space, unparenting geometry, and using a set driven key to keep the patella in front of the knee during movement.
Combine spine mesh, bind to spine joints, then paint skin weights and weight maps to limit to two influences for cleaner deformation.
Master pose space deformation in Maya by refining skin weights, zeroing controllers, and using the pose editor to create neutral poses and fix shoulder deformations.
apply post-based deformations to spine joints for smoother arching. parent ribs, sternum, collarbone, and scapula to the spine to test rotations and prevent collisions.
Fix forearm twist in Maya by repositioning joint pivots and unparenting bones, then use two end locators and an aim constraint to rotate the forearm with the hand.
Explore Maya facial rigging: adjust neck skin weights, build a head blend shape buffer, and create blink, brow, and expression shapes with set driven keys.
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.
Master the basics of Maya animation with a bouncing ball exercise that teaches timing, spacing, and translation keyframes, laying solid foundations for character animation.
Master the Maya graph editor to adjust keyframes and tangents, control translate y and translate z, and craft realistic bounce and motion through linear tangents and auto tangent.
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.
Learn squash and stretch in Maya, maintain volume during scale, and refine timing and spacing with keyframes, graph editor, and insert key, while watching the ball’s path and contact frames.
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.
Set up a rig-based scene by using a control rig instead of the geometry, keeping keyframes on curves and using display layers to hide geometry for clean animation.
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.
Improve follow through in Maya animation by refining a chained sequence of pieces using graph editor insights, keyframe offsets, and tangent handle adjustments for believable timing and pose progression.
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 into extreme poses, manage center of gravity, and align foot contact with linear translate, preventing knee pops while predicting weight shift and rhythm.
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.
Enable the upper body display layer, keyframe the spine and arms for a natural walk, and refine the lower body with timing and knee motion.
Apply walk cycle offsets and timing tweaks to soften robotic foot and knee pops, add arm and shoulder offsets, and refine foot roll to create a natural Maya walk cycle.
Polish the walk cycle by refining keyframe looping, spine twist, wrist drag, and a subtle head bobble to create cohesive, believable motion.
Move the walk cycle by translating along z axis to cover 34 units over 40 frames. Keyframe at 0 and 40, then cycle curves with post infinity and linear tangents.
Polish your walk cycle by refining foot timing and foot roll, straightening contact poses, and eliminating knee pops with keyframes and graph editor tweaks.
Explore using motion trails in Maya to polish walk cycle wrists, visualize keyframes in orthographic views, and shape smooth arcs that reflect weight and momentum.
Attach a character to a motion path in Maya, align axis to z, manage path length with arc length and graph editor to prevent feet slipping in the walk cycle.
Elevate Maya animation skills beyond the walk cycle with a stylistic walk, exploring rigs like the Norman rig, hands-on filming, blocking, and critiques to prepare for future courses.
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.
Watch a Maya animation demo of a skull bones character bursting from a grave. Set up frames, start poses, and explore cloth simulation and iterative keyframing while troubleshooting a rig.
Work through finishing the landing and final pose of a character in Maya, using keyframes, graph editor, and animation layers to refine stretch, timing, and camera setup.
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.
build a brick wall in Maya with Mash, mesh networks, and replicators. freeze transformations and center pivots, then prepare the wall for bullet physics to smash a ball through.
Learn to simulate a ball smashing through a brick wall using Maya's bullet solver, with rigid sets, initial velocity, and mass adjustments.
Learn to shatter objects in Maya and simulate with the bullet solver, adjust edge jaggedness, use hull collision shapes, enable the ground plane, and cache simulations with Alembic.
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.
Use Maya's nParticles to shatter grounded geometry with a Voronoi-based script for fractures. Position the emitter, adjust start frame and gravity, and import reference rigs while preserving shaders.
learn to build a ground destruction sim in Maya using a particle shard system, bullet rigid bodies, and caching the baked sim for efficient playback.
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.
This lesson demonstrates building fireflies using Maya's Mash mesh network, forming a grid of instances with randomness, and adding bullet dynamics with turbulence to react to a ground explosion.
Create and refine fireflies in Maya using Mash dynamics, frustum visibility filtering, turbulence and radial fields to control motion, scatter near the grave, and export the cached Alembic for playback.
Create a rope using Maya hair dynamics by turning a curve into a rope with a nucleus, follicles, and a hair system, simulate with a passive collider, and texture banners.
Learn to create nCloth banners in Maya by modeling end cloth, constraining to a locator on a motion path, and caching with self-collision tweaks and extrusion along curves.
Practice Maya nCloth by building a vest, adding colliders and clavicle constraints, and tuning substeps, rigidity, and self-collision for realistic cloth motion; export the cache as alembic.
Animate a simple Bifrost liquid in Maya by creating a container and emitter, adjusting scale and voxel size, enabling scratch cache, and adding a collider to produce a renderable mesh.
Create a custom Bifrost smoke emitter in a blank Maya scene using texture deformers and noise, time-based expressions, then cache to Alembic for scalable, reusable smoke simulations.
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.
Explore final scene rendering in Maya using Mash to generate grass on a ground plane, with mesh network distribution, randomization, frustum culling, and shader textures for realism, rendered in Arnold.
Texture in Maya by applying mud with tangent space normals, refining UVs for ground and banners, adding a night sky background, and using a standard shader and Arnold render.
master Maya's render setup to isolate fireflies with holdout, create a collection for the fireflies, and render with Arnold using a render cam and transparent alpha.
Master render setup in Maya with Arnold, balancing motion blur, textures, and AOVs while hiding fireflies in the main scene, and refining grass distribution.
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.
Set up a Maya project and create subdivided sphere; apply volume noise to normals with a texture deformer to form looping blob, and animate along motion path with linear tangents.
Animate the nerve circle through time, rotating 360 degrees at frame 120, then render with Arnold lighting, Skydome, and Cat Clarke subdivision for a smoother silhouette.
Add lights and materials to enhance subsurface scattering in a blood material, adjust spotlight intensity and cone angle, and refine subsurface radius, roughness, and reflectivity before rendering.
Create a render camera attached to a locator constrained to a motion path, enabling a loopable back-and-forth animation with keyframed rotation for a subtle handheld feel.
Learn to create 3D text in Maya, split letters into individual meshes, apply texture deformers on motion paths, and refine geometry and shaders for smooth animation.
Explore final rendering and compositing in Maya, adjusting lights to reduce specular highlights, enabling depth of field, and refining render settings, noise, and output formats for a polished animation.
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