Run Cycle: Graph Editor Legs/Hips/Spine (2/3)
Maya: Animation Basics
By looking closely at each part of the body we’ll track how the reference footage moves and then apply it to our cycle. The focus here is on the hips/feet relationship as this is the area to get right first.
Movement in the real world is often different to how we’d imagine it, so like any art form we’ll need to look closely and test our assumptions by observing the real footage frame by frame.
We won’t be restricted to real physics and we’ll stylised the cycle a little too, animation isn’t always about reality and the more stylised the design of the character the more we’ll have to break away from reality. So in this lesson we’ll also add some extra bounce to exaggerate some areas of the motion.
In the next class we’ll continue to polish the animation in detail, the tweaking and refining stage is often the hardest and most time consuming so be sure to watch that class too.
Running Time: 56 mins
Software: Maya 2016
Instructor: Andrew Silke
2.2 – Frame By Frame (2:06 mins)
2.3 – Handy Reference (1:27 mins)
3.2 – Feet Forwards/Back (4:14 mins)
3.3 – Hips/Feet Relationship (2:42 mins)
4.2 – Set Up Down (2:39 mins)
4.3 – Adding Air Time (3:52 mins)
5.2 – Feet Angles (3:44 mins)
7.2 – Preferences Framerate (58 sec)
7.3 – Scaling Cycle Faster (1:22 mins)
7.4 – Baking The Cycle (2:53 mins)
7.5 – Playblast Checking (24 sec)
8.2 – Hip Tilt Ref (2:28 mins)
8.3 – Hip Tilt Adjust (2:41 mins)
8.4 – Shoulder Bank (3:10 mins)