3D Animation Body Mechanics: Practice a Layered Workflow & Animate a Jump Using in Maya | Study Hall | Sir Wade Neistadt | Skillshare
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3D Animation Body Mechanics: Practice a Layered Workflow & Animate a Jump Using in Maya | Study Hall

teacher avatar Sir Wade Neistadt, Animator, VFX Artist, Creator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      0:24

    • 2.

      Practice: Pose Your Character and Begin a Layered Workflow

      20:16

    • 3.

      Practice: Hips and Torso

      21:14

    • 4.

      Practice: Arms and Shoulders

      6:39

    • 5.

      Session Completed

      0:14

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About This Class

Practice using a layered workflow and animate a jump in Maya!

Jump into this laid-back session with Sir Wade as he works alongside you in real-time and shares his tips and tricks for perfecting a layered workflow while animating a jump. 
This session
 is a companion to his full-length class on learning a layered workflow.  

In this session, Sir will guide you in: 

  • Understanding body mechanics
  • Proper placement of the hips and torso 
  • Remembering to include arms and shoulders in the mechanics of the jump
  • Real-time co-working sessions focusing on each part of the body of the rig

Whether you've taken Sir's class and are looking for more practice time or are just looking for a new technique to add to your creative toolbox, you'll walk away from this session with a new effect you can apply to your next creative project and feeling confident in adapting to a layered workflow.

Sir used Maya 2023.3 during the filming of this session.

While you do not need animation experience to take this class, some experience with 3D animation software will be helpful. You’ll need a computer, Maya, and a character to animate. To continue learning about 3D animation, explore Sir Wade’s full 3D animation learning path. 

Meet Your Teacher

Teacher Profile Image

Sir Wade Neistadt

Animator, VFX Artist, Creator

Teacher

Sir Wade is a freelance Character Animator, VFX Artist, & Full-Time Content Creator.

After a short film about a sick superhero brought him to the Cannes Film Festival in 2014, he completed an online Character Animation education program to immediately be hired at DreamWorks Animation as a Technical Trainer / Educator. His role at DWA as an Artist Trainer evolved to include becoming the Lead Videographer and the Education-Liason for Animation, Surfacing, and Modeling.

After leaving the studio in 2018, Sir Wade has gone on to create one of YouTube's most helpful and entertaining animation resources for aspiring and professional artists alike.

Sir Wade has taught over 50 classes ranging from proprietary software for animation,... See full profile

Level: Beginner

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Transcripts

1. Introduction: Hi, I'm Sir Wade, and welcome to this study hall session, where I'm going to show you how to block out your first pass of animation using a layered workflow inside of Maya. Specifically, I'm going to be animating a jump. All you'll need to follow along is a character that you'd like to animate. Technically, you can use any software you want. I'm going to be showing you how to do it in Maya. With that, let's get to work. 2. Practice: Pose Your Character and Begin a Layered Workflow: Jumping right in, the first thing I'm going to do is I'm just going to set my character a full key on every control that I can see. All I've done to set this up before we start here is I just brought in the character, made a little environment, and I'm going to leave the character in place for the first six frames or so. That's not a specific number, but I just want to have the character not move for a few frames so we can see where they're at before they start moving. It gives me some room to mess with stuff later. All I want to do right now is start moving the main hip control and just start roughing in the general idea of what I want to happen. Right now, I just want the character to squat down and get ready to jump. We're going to anticipate the action. There is one thing I want to tweak with this character's settings. Depending on the rig you're using, you may or may not have this as an option. But on the head control and somewhere around the arm controls, you can check whether it's the shoulders, the arms, or some settings thing. Some rings will allow you to adjust where the rotation, and the translations, what they're following. We call that parent space or follow aligns or space switching. There's all kinds of different names depending on how the rig is set up. But what I want to do is make sure that when I rotate my character's hips, I don't really want the head rotating with the body, I'd like it to actually just look straight ahead, regardless of the rotation of the torso. If you have that option great, that's what I've set up here so I don't have to counter-animate the head constantly. From here, I'm just going to rough in a few general poses, just get the general idea of what I want. I'm going to start moving the arms. In a second, I'm going to move the shoulders. I'm not concerned with the pose looking amazing, I just want to convey the idea of what my shot is going to contain. As I continue just doing this, I'm going to make sure that every time I set, any large keys like this, I'm going to just set a key on the entire character just for the convenience, I suppose, of making sure that as I scrub around, nothing changes. Now, this is a hybrid workflow at the moment because I'm not necessarily doing pose to pose, but you can see I am focusing on a few core poses to help tell the story, and I'm going to start breaking it down beyond that. But I'm trying to keep the number of controls that I'm working with fairly limited to begin. I'm just going to keep doing that. Just keep posing this out, and I'll give you some more tips in a second. At this point, I've blocked out the idea of having the character squat down and begin the jump. But I'd like to start layering it a little bit more detail. I'm going to grab the hips, and I'm going to add some key frames on just the up and the down. Before I have the character drop into their anticipation for the jump, I'm actually going to anticipate the anticipation. I'll have the character lift up a little bit to indicate that we're about to drop down. I'll start with the hips and just move that up at a key-frame to create that, and then I'll think about how that's happening. Maybe the character is just going up on their tip toes to make that happen. I'll grab the feet and I'll use the foot roll, whatever the control might be called. In my case, it's called the smart roll if you're using the same rig as me, but it's often called some foot roll. I'll just have the character raise up on their toes. This will allow me to motivate that action with some other part of the body. What's cool is if I start taking note of what I'm doing with these different controls, if I start offsetting them, they don't happen on necessarily the same frames, I can start to play with the timing. I'm going to have the toes actually precede the hips by a little bit. It feels like the feet start to lift up before the hips start rising. It'll make it feel a bit more offset and it'll begin to feel a bit more organic. As I continue to work in this layered way, I'm not really trying to keep consistency, from pose to pose, from key to key, all these different frames. I don't need the different body parts to all have keys on the same frames. This is really where the difference comes in of working like this versus the traditional post depose method. It allows me to work really loose, work really rough, and just play around with different things. It can be a bit hard to know what to do, so you just trial and error, just move keys around, make them bigger, make them smaller, see what it looks like. You're constantly scrubbing. I don't tend to hip play and pause very often, I like to save the perception of the full shot for when I'm really trying to evaluate everything. But I'll scrub and just look at these different areas of the body. I'll just keep messing with the feet. As soon as the feet come off the ground, I want to make sure that I turn off all those roll controls. I don't want the toe roll stuff to be happening while the feet are airborne. I'll allow that to happen until the feet come off the floor. I'll pretty much zero that out as soon as I get to that point, and then I'll just deal with regular rotations. Again, this is just my preference of working. You can do this with whatever controls you'd like, but this is just how I've learned to work and how I keep track of things. As we get further into this process, don't forget that Maya has motion trails. I'm in the animation shelf at the very top of the window, and there are a variety of tools in here we can use. Motion trails is one of them, and I'm going to continue to use that as we work here. [FOREIGN] 3. Practice: Hips and Torso: [MUSIC] Now that I've gotten the character to actually land after doing the jump, one of the things I want to try and focus on is making sure the character doesn't feel like they hit a wall. I don't want the character to have all this forward momentum only to stop dead the moment they touch down. I've got my motion tracker on my arc tracker, just to visualize, to help see what the path of the hips are. I'm going to mess with the up and down and the forward and the back of the character's hips, and I'm going to just make adjustments. This is definitely an area where I want these two curves to be offset from each other. I don't want them to have the same maximum point or minimum point on the same frames, or it'll feel very linear. If I adjust just the up and down and for the back one at a time and I tweak them, every time I make an adjustment, I can see what that's going to create in terms of the arc of the character. I'm managing two things, not just the path through space and the idea of their momentum, but I'm also trying to maintain a sense of weight and balance of the character. I want to make sure that the character's hips and torso stay mostly centered and stable over the feet because the feet are the thing that's actually going to support the weight of the character. If I go way far forward, the character's got to fall down. If I don't go forward enough, they might fall backwards off the ledge. I'm trying to keep track of the position of the hips relative to the position of the feet. In addition, just focusing on the momentum and the energy of this part of the shot. Again, it's a lot of trial and error. You just change things. Don't be afraid to delete keys, move keys, make different decisions than you maybe had started with, and just try things out. One of the things that I'm definitely going to come back to in a second, and I'll deal with this once I'm happy with the hips, is I want to adjust maybe where the feet are because I'm starting to look at this pose. I'm starting to feel like the feet are a little too far back. It's where I put them at one point, but I'm not sure I'm happy with that for this whole action. I'll probably mess with that in just a minute. But right now, I'm focused on the hips. Try to stay on one thing at a time, just to make this feel while it's fresh in my head. I want to make this feel the way that I like. I'll play back, I'll scrub and make some adjustments until I'm pretty happy with it. I'll keep doing this and one last tip for you is the motion trail, the arc tool inside of Maya. It's an object that you can actually select and modify. If you go into the attribute editor, you can change a lot of the settings for that. I like to set it to alternating frames so you can actually see the spacing from frame to frame of these different controls that we are tracking through space. [MUSIC] Now, at this point, I've done a lot of work on the hips. I've messed with the feet. I've added a little bit of stuff just to different controls, but I haven't really messed with the upper part of the torso. This is something that if I don't do this now, I might forget to do it entirely. This is one of the most important things with body mechanics is to make sure we separate the torso into two components. The hips are one part, but the chest area is another. We don't want the whole torso to feel stiff and fully connected the whole time. We want to break that up. Imagine the hips as one bouncing ball and the shoulders and chest area as another bouncing ball. Kind of the way the flour sack animations, if you've ever heard of the flower sack animations, it's a common way to learn 2D animation. You have the hips and the chest as two different sources of the character's weight. I want to add some drag and overlapping action and break the joints a little bit so that there's that separation of the spine, and it feels like we have weight not just in the hips, but also in the upper part of the body. These should feel connected to each other, and typically the chest area will do whatever it's going to do a little bit after the hips have done what they're doing because the motion will ripple outwards from the core of the character, outwards from the hips, and that will come from the hips, then to the chest, then to the head out to the arms, and that flow of energy should allow for some amount of overlap to exist. This is one of those things where I just tend to move and rotate the chest just to see what I like. It's something that I'm not going to get to attach to, I'm typically going to move some keys around and try some stuff out. If I don't like it, I'll just delete it. I'll try again because I'm just roughly blocking it in. It does not have to take a really long time. Now, I will point out at this point that for this particular exercise, I'm showing you how the workflow works in a complete vacuum. I never did any planning. We didn't do any reference. We have no poses to look at, and that would help a lot. I would recommend that at this point if you're trying to figure out, what are the shoulders doing? What is the torso supposed to look like on these frames? This is where we should look at reference. I wanted to show you what it could look like to find that and explore that without having reference, which is just this trial and error process. But if we are trying to work more efficiently, it would definitely help to have something to look at to inform these decisions. Whether or not we're doing that, we definitely still need to have this separation of the chest and the lower body. [MUSIC] 4. Practice: Arms and Shoulders: Now, up to this point, I've neglected the arms. The arms are not that important for the overall jump. Well, that's not entirely fair to say. They're not important for the overall idea of our jump. But in terms of the mechanics, the arms are a big part of creating momentum for our character. If I turn on the arc trackers, I'm going to set them on the hands. I'll arc-track the hands. The arms don't really look that great right now. The arc trackers will help show us why. Not only is the speed and the timing a little bit fast for some of these changes but the arms just jitter around. They don't have a lot of consistency or pattern. They don't have a lot of flow with the overall motion. Again, this is something that reference would have helped us with, because I could just pose out where the arms should be in a couple of frames and that would help shape where they'll traverse through space. But since I'm going rogue here, I'm entirely just making it up as I go, this arc tracker is going to show me where my different decisions are conflicting, and I can start to fix that by either manually adjusting my graph editor, which I've had open this whole time, if you've noticed, just so I can have a rough idea of what my curves are looking like. What I'm going to do is I'm actually going to use the tween machine function of animBot. This is a plug-in that you can use for Maya that I talked about in one of my Skillshare courses. I highly recommend this plug-in. It doesn't come with Maya, so these little colorful buttons down below on the bottom of my screen, you won't have those there by default. Those are, again, animBot. But you don't have to use this. I'm using it as a way to speed up the process of having those arm controls blend between previous and adjacent keyframes, basically, just giving me something in-between of other decisions I've already made. That will help smooth this out quite a bit. But as I work, I'm just trying to make the arms not feel so jittery and make them feel like they have the same type of flow as the rest of the body. As we continue on, I'm going to start making sure that those arms have momentum, that they have weight, that when the character lands they actually sag down towards the floor, and when the character starts to stand up, I want to actually have them reach out in front of the character to balance him. As if he was putting his arms out in front of him to not fall over. Don't forget the shoulders. The shoulders are one of the most important parts of body mechanics and using the arms in general. I need to make sure, after I mess with these arms, that I go back and adjust the shoulders to support whatever it is I'm trying to do. I'm just going to keep working on that for now. [MUSIC] Now, as I play this animation, I noticed that the beginning is a little bit fast. The whole dropping down and anticipating the action, I didn't leave enough frames in there to actually really notice and feel that anticipation and feel that energy building up. The character just dips down and jumps. It's a little just quick. Here's an idea of how you might re-time something. I'm going to do what's called book-ending, which I talk about in several of my classes on Skillshare, where I set a key on everything before and after I want to make a change. That way I can safely adjust what's in the middle. In-between I'm just going to move the keyframe group as a whole, and I'm eventually just going to look in there and try to blend the motion. I'm looking at individual curves and trying to make sure that they still have the original flow, the original timing that I had in mind, but just trying things out to try to keep that organic offset and overshoot, and things like that between different parts of the body. My goal here is essentially just to slow down this one section, but I don't want to slow it down consistently to make the character feel like they're in slow motion. I just want to make different parts of the action take a little bit longer than they did a second ago. That's looking better. If we hit "Play", this is our first path of animation. You can see that it's not done. It doesn't have to be perfect. It's just a first pass. It's just our blocking, but using this workflow, as opposed to pose-to-pose, will allow us to just rough stuff in really quickly and you get to see the overall idea of your shot pretty rapidly. Hopefully, this gives you a good idea of how a workflow like this might work better for you if you are more motion-focused versus pose-focused because you can blend the two together, but this is something that I really like working, and I hope you'll enjoy it as well. [MUSIC] 5. Session Completed : Thanks for tuning into this study hall session. I hope you enjoyed it, and you got something great out of it, be sure to show your work in the project gallery down below. I'd love to check it out, and I'll see you next time.