
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.
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.
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.
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.
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.
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.
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.
Polish the in-game jump animation by refining arcs, fingers, feet, and hair details, while maintaining stretch, timing, and frame-by-frame key poses.
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.
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.
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:
Introduction to the jump
First pass blocking the jump
Second pass Splining
Polishing the jump
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.