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Video Games Animation Course - Animating An In Game Jump
Rating: 5.0 out of 5(2 ratings)
18 students

Video Games Animation Course - Animating An In Game Jump

Animating An In Game Jump
Created byOpi Chaggar
Last updated 5/2022
English
English [Auto],

What you'll learn

  • Creating An Appealing Idle Pose
  • Animating An In Game Jump
  • Polishing Animation
  • Introduction to the jump

Course content

1 section10 lectures1h 30m total length
  • Introduction To The Jump0:56

    Create an in-game jump animation with quick anticipation and dynamic poses, using a rig like Goku, or any rig, while applying the animation principles that stay the same across rigs.

  • Blocking Part 113:01

    Block and refine a dynamic in-game jump, framing first and second poses, stretching timing, and shaping anticipation and apex while maintaining balance, silhouette, and reference posing with a simple rig.

  • Blocking Part 26:47

    Animate a powerful in game jump by refining pose strength, adjusting the frame holds, moving keyframe 8, and timing for takeoff, midair motion, and controlled landing with raised arms.

  • Blocking Part 37:09

    In blocking part 3, we craft the jump with crouching poses, anticipation, and landing impact, align center of gravity timing, then plan keyframes and spacing for look and motion.

  • Splining Part 112:42

    Polish the in-game jump by refining timing, anticipation, and key poses, using the graph editor to adjust head, neck, and landing cushions for a more impactful motion.

  • Splining Part 210:58

    Master splining for in-game jumps by shaping curves, overshoot, and cushion. Adjust arm and finger curves, shoulder pose, and arc to keep motion fluid and responsive.

  • Splining Part 311:12

    Rotate finger joints and refine hand poses to create a flowing arc that follows the arm, offsetting controllers for natural movement and clean key poses in an in-game jump.

  • Polishing Part 112:42

    Polish the in-game jump animation by refining arcs, fingers, feet, and hair details, while maintaining stretch, timing, and frame-by-frame key poses.

  • Polishing Part 212:16

    Polish an in-game jump by refining timing, foot land sequences, and rotations, using a layered approach to adjust delays and body parts for believable movement.

  • Conclusion2:24

    Perfect the in-game jump by mastering hip and center-of-gravity mechanics, bounce, and weight shift. Add detail with hands, fingers, hair, knee locks, and toe flaps to polish the motion.

Requirements

  • Maya or any other 3D package

Description

Get ready to do your own in game animations in Autodesk Maya!

Learn and master everything you need to know to get started in animation - taught by a Bafta award winning animator

In this course, you'll learn how to create an in game idle cycle from scratch.

In this class we will cover how to animate an in game idle cycle. We will use the block rig of a Ryu look alike (from streetfighter) to create his classic idle pose. All these principle can be applied to any idle you will to create. Great detail will be spent of the posing and motion of the hips to get everything working right and have appeal.

The course will cover the following areas:


  1. Introduction to the jump

  2. First pass blocking the jump

  3. Second pass Splining

  4. Polishing the jump

  5. Conclusion


This course will show how to create a in game idle cycle that can be edited to suit your character. The basic body mechanics will be taught to lay down a strong foundation. This is key to starting any animation project.

This course in part one of a seven series course. Other courses will teach how to create idle, walks, jumps, combos, take hits and combat idle.

All these courses are part of the Video Games Animation course. Opi will be teaching animation the way its done within the games industry as he is also a working professional animator.

Who this course is for:

  • Everyone