
In this lecture, you’ll get an overview of the course structure and what you’ll be creating by the end. I’ll explain how this course approaches fast quadruped locomotion, what makes a run cycle different from a walk, and how the techniques taught here apply to other animals.
By the end of this lecture, you’ll understand the workflow and goals for animating a believable dog run cycle.
In this lecture, you’ll explore the dog animation rig and analyze real-world run reference. We’ll look at stride patterns, contact phases, and how speed changes body mechanics in a running quadruped.
In this lecture, you’ll block the foundation of the dog run cycle by focusing on hips, feet, and overall rhythm. The emphasis is on strong poses, clear contact points, and selling speed through spacing and timing.
In this lecture, you’ll refine the blocked animation by improving body mechanics, weight transfer, and balance. We’ll focus on how the spine, shoulders, and hips work together to support a powerful run.
In this lecture, you’ll add secondary animation such as tail, ears, and body overlap to enhance realism. We’ll look at how secondary motion supports speed without distracting from the main action.
In this final lecture, you’ll polish the run cycle by refining animation curves, smoothing transitions, and adjusting micro-timing. The focus is on clarity, flow, and creating a clean final result.
Animating a believable dog run cycle at full speed is one of the most challenging tasks in quadruped and creature animation. Unlike a walk cycle, a run requires precise timing, strong weight shifts, and controlled overlapping motion to sell speed, power, and momentum. Creature animation is a unique skill to master and who better to teach it than the former creature animation specialist who worked as the Lead animator on the Game of Thrones.
In this course, you’ll learn how to animate a realistic dog run cycle in Autodesk Maya using a clear, production-proven workflow. Guided step by step, you’ll explore how fast quadruped locomotion works, how stride patterns change at speed, and how body mechanics drive believable running motion.
You’ll begin by analysing reference and understanding the limitations of the animation rig. From there, you’ll block the run cycle by establishing strong poses, correct foot placement, and clear hip-driven motion. As the course progresses, you’ll refine timing and spacing, improve body mechanics, and add secondary animation such as tail, ears, and body overlap to enhance realism without distracting from the main action.
The final stage focuses on polishing the run cycle using clean animation curves and subtle adjustments that push the motion to a professional level. Every step is explained clearly so you understand not only what to do, but why it works.
By the end of the course, you’ll have a fully animated, studio-quality dog run cycle suitable for inclusion in a demo reel or portfolio. The principles taught can be applied to other fast quadrupeds and creature animations, making this course valuable for anyone pursuing animation for film, VFX, or games.
All lessons are taught step by step in Autodesk Maya, with project files included so you can follow along.