
Beginner animators learn Maya's animation tools and universal principles through easy exercises, covering bouncing ball, pendulum, walk cycle, body mechanics, and comic animation, using Maya 2022.
Set up a dedicated Maya project to organize rigs, textures, and renderers; disable unused plugins, configure 24 fps playback, and enable Viewport 2.0 with direct S11 rendering.
Learn the history of animation, grasp the twelve principles of animation, and master Maya basics—keyframes, interpolation, and graph editor—through a bouncing ball exercise.
Master bouncing ball animation in Maya by translating along the x axis, refining curves for gravity, and applying squash and stretch to emphasize volume and arcs.
Explore heavy ball animation in Maya, building a bowling ball bounce from reference, refining timing, spacing, and rolling with a hurricane group, and adjusting tangents for a natural bounce.
Explore how to create a beach ball bounce in Maya, building a multi-material volleyball, adjusting keyframes, the graph editor, and squash-and-stretch for floaty, varied bounces.
Learn to build a pendulum rig in Maya, with modular parts, parenting hierarchy, and double transforms for natural follow-through and timing.
Explore Maya rigs and constraints to control geometry through curves, master controls, and limited channels, then learn referencing and Arnold materials to update animations without altering source files.
Explore Maya rigging and animation by constructing key poses for a jumping flower, using squash and stretch, selection sets, and a master placement workflow from key poses to in-betweens.
Learn to craft inbetweens between key poses by timing frames, creating anticipation, fast jumps, slow recoveries, and exaggerated poses for dynamic animation in Maya.
Finish the flower sack animation with polishing and offset keyframes to create overlap and follow-through, then render a camera-driven arnold sequence as an image sequence.
Explore creating a backflip in Maya by animating a fox character with squash and stretch, rotation, and a tail that follows an arching, delayed pendulum motion.
Master wall jump animation in Maya using key poses. Apply squash and stretch and arc timing to land in a backflip.
Learn to animate a fox tail in Maya with keyframes, a quick select set, and offset curves to create a flowing, pendulum-like motion through a backflip.
Finish the wall jump animation and prepare the render by cleaning motion curves and setting up framing and lighting for a clear, high-quality output.
Learn the basics of inverse kinematic and forward kinematic rigs in Maya, switching between IK and FK to control leg movement and walk cycles using the ultimata Walker assets.
Master the walk cycle in Maya by building the four key poses—contact, down, passing, and up—using a reference from the animator survival kit by Richard Williams.
Advance a Maya walk cycle with squash and stretch and a clean 30-frame loop at 34 fps. Refine timing with graph editor curves and use motion paths for background characters.
Build a run cycle in Maya by reusing walk cycle, cleaning scene, and adjusting contact point, down post, and passing position with linear curves and infinity for a forward stride.
Develop a run cycle and wall jump from a running start, transition to keyframe animation, adjust timing with step tangents, and polish with squash, stretch, and a clean landing.
Refine the run, walk, and jump cycle by shaping clean arcs, smoothing the motion curve with a double motion trail, and carefully adjusting frame timing for a fluid landing.
Learn to rig a full body Maya character, switch between IK and FK controls, and study balance with dynamic poses and the plumb line to craft believable, balanced key poses.
Learn how to create dynamic transitional poses in Maya, focusing on torso, head, and hips first, using keyframes, foreshortening, and selective limb control to craft intense superhero-style transitions.
Master a Hadouken animation by blocking three poses—idol, preparation, and attack—and refine timing, staging, silhouette, and arc motion using keyframes and reference images.
Learn to choreograph timing and keyframes in Maya, shaping a punch with preparation, attack, and recovery through arc-based motion, interpolation control, and careful in-between poses.
Polish Maya animations by applying subtle offsets and frame delays to fingers, hands, and hips, fix awkward frames, and add a quick energy sphere launch with timed keyframes and lighting.
Create dynamic idle poses in Maya by building a crane-inspired stance, blocking key poses with asymmetry, and using frame offsetting and spline tangents for a smooth idle cycle.
Offset the idle cycle in Maya by duplicating cycles and shifting keyframes. Adjust hands, feet, and torso for a natural loop and refine camera depth of field for cinematic renders.
Learn to block a baseball pitch in Maya, using a two-ball rig attached to the hand with a pair constraint, and plan key poses for a side view sequence.
Block key poses for a fast baseball pitch in Maya, exaggerate motion and in-betweens across 24–48 frames, and polish with curve edits, Euler filter, and ball release timing.
In Maya, BaseballPitch pt3 demonstrates a camera fall and shake after the hit, using frames 65–78 with depth of field, while refining hip-first motion, hands, and arc via motion trails.
Push the baseball pitch's main poses to heighten intensity, using a brief in-between frame; then set up camera, lighting, and depth of field in Maya for a polished final hit.
Final attack part 1 guides you to set up a Maya scene with reference character and rusty sword, apply constraints, and block a primal jump attack inspired by frame data.
Build a dynamic final attack sequence in Maya by constructing key poses and refining timing with in-betweens. Polish movement from aerial jump to ground impact for a dramatic clash.
Learn to craft a dynamic final attack in Maya by refining hand and sword timing, adjusting interpolation with keyframes, and polishing with motion trails, graph editor tweaks, and cleanup.
Refine the final attack animation by adjusting keyframes, snapping frames, and smoothing elbows and hands, while adding overlap, weight transfer, and subtle camera motion for a dynamic, grounded landing.
Explore how Maya's Mash creates a mesh network of instances to animate fast, using linear, radial, and spherical distributions. Apply per-vertex colors via color attributes and an Arnold material.
Leverage Maya Mash dynamics to simulate gravity, collisions, and friction with the bullet solver, building grid networks and tower structures, then destroy them with a colliding sphere.
Explore creating audio-reactive animations in Maya using MASH, with cube networks, replicators, color variation through expressions, and dynamics to build visuals synced to the beat.
Are you a beginner who wants to learn the tools and techniques for animation inside of Maya? Would you like to learn animation with easy to follow exercises and projects? If that is the case then I welcome you to nexttut’s Introduction to Animation in Maya.
Course Goal: At the end of this course you will be able to animate scenes using universal techniques and concepts. You will understand how to apply the different principles of animation and how to utilize the tools inside of Maya to create great scenes.
What I Will Learn: In this course we will be covering:
Animation tools in Maya
Principles of Animation
IK and FK systems
Body Mechanics
MASH
Rendering
I will start the course by teaching you the basics of animation in Maya, we will explore some of the most classical exercises like the bouncing Ball and the Pendulum Swing to understand some core concepts. We will then jump into more advancer animations like a Walk Cycle, Body Mechanics and even a combat animation. I have designer this course for students who want to learn the basics of the animation world inside of Maya.
Basic knowledge of the Maya interface is recommended. We will be using Maya and Arnold so make sure to have both elements installed.
Join me and you will be animating inside of Maya in no time