3D Animation Workflow: Manage Feedback and Bring Maya Animations to Blender | Sir Wade Neistadt | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

3D Animation Workflow: Manage Feedback and Bring Maya Animations to Blender

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

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

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

      1:18

    • 2.

      Getting Started

      2:33

    • 3.

      Receiving Animation Feedback

      6:44

    • 4.

      Addressing Animation Notes

      11:15

    • 5.

      Making Large Animation Changes

      12:39

    • 6.

      Bringing Maya Animation to Blender

      11:39

    • 7.

      Final Thoughts

      0:24

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

148

Students

2

Projects

About This Class

Address feedback on your 3D animations like a seasoned animator. 

When Sir Wade Neistadt first started animating in 3D, he wasn’t sure where to start. Now almost a decade into the industry, Sir Wade has built a career in 3D animation as a freelance animator, content creator, and educator. With over 230K YouTube subscribers and 3D animation collaborations with brands like Adobe and LG, he has helped thousands of aspiring and professional animators find their place in the world in 3D animation. Now, Sir Wade created this series of four classes as the resource he wished he had when he was learning 3D animation. 

In this class, Sir Wade will teach you different ways you can rework a shot after getting feedback on your 3D animation work. From exploring different workflow options to making large-scale changes to your work, you’ll learn how to smoothly implement notes and make a wide variety of adjustments to your animations. 

With Sir Wade as your teacher, you’ll:

  • Learn how to encourage high-quality feedback
  • Find out how to react positively to feedback and request clarifications
  • Discover animation techniques for making both small and large changes
  • Bring your animations from Maya into Blender

Plus, Sir Wade shares two digital tools that can help you throughout the feedback and implementation process.

Whether you’ve been wanting to start 3D animating for months or you’ve been animating for years, learning how to properly receive feedback and carry out necessary changes to your work is an important skill for any animator. No matter your experience level, you’ll leave this class knowing how to react to different types of feedback and how to effectively make the desired alterations to your work.  

This class is suggested for animators of all skill levels. You’ll need a pen and paper to take notes and a previously completed animation project. 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: All Levels

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: Animation is a team sport, and getting the feedback is super essential in actually making these ideas better and the best they can be. Hi, I'm Sir Wade Neistadt, I'm a 3D character animator, a full time content creator, and an animation trainer and educator. In addition to freelance animation, I create YouTube videos for aspiring and professional animators. From the beginning, my goal has been to create the resource that I wish I had had when I was learning animation. In this class, we're going to look at some different ways that you can rework a shot when you get notes. We're going to start off by looking at some animation we completed in a previous class, and then I'm going to introduce some different ideas that need to be incorporated and show you specific workflows and techniques that are going to be needed to accomplish those notes. To follow along, I would say you need two things. When discussing feedback, get a pad and paper because you're going to want to take notes. This is important information that you'll want to just keep through your career, build upon and evolve your opinions of. When it comes to the actual animation part, it'll help if you have something that you've animated before, whether that's from one of our classes that we've done together or just anything else you've done in the past. This class is really for all animators. If you want to do animation, if you've been doing it for a while, everyone will get something out of this one because everybody should be receiving feedback. I'm excited you're here. I hope you enjoy the class. Let's dive right in. 2. Getting Started: Since this class is all about receiving animation notes and feedback, whether it is your own thoughts and opinions about how your shot turned out, or you've given it to somebody else, someone that you trust, someone that can help you grow as an artist, it'll definitely help to have something already animated. Now, hopefully, at this point, you've build up some amount of work, whether you have been following my classes where I've showed you how to block an animated shot in Blender or the class where I showed you how to create more complex animation in Maya. I'm going to use those files a little bit later on to show you how to take a shot, rework it in small, large and really large changes that are going to require some different workflows and some different ways of thinking about our shot to adjust and alter what we've already created. Hopefully this class will give you a good guide of how to approach making those alterations to your work. So let me show you some of the stuff that we're going to be working on in these lessons. This is some animation that I created earlier in another class that you can check out where we take a complex animation inside of Maya, specifically the dive role in the middle of this run cycle. The ending of this dive role has our character roll on the floor and pop back into the air in this more cartoony jump back into the run cycle. This is the part that we're going to be adjusting a little bit later on. I actually presented this animation to a 3D artist and friend of mine. He's not an animator, but he has a really good sense of these types of things. So I thought it'd be a good opportunity to involve the notes that he gave me as a way for us to show how to make adjustments. Because, as you can see, the character runs, they squat down, they jump, they dive, they roll, and then they press against the ground and pop up into the air. It's a more cartoony action, and that might work with some projects to have that more cartoony hang time and that energy. But if you're going for something more realistic, more visual effects type work, whether it's a job, whether it's freelance or just for your own demo reel, something like this is almost where it needs to be, but you might need something a little bit more grounded to really make this feel correct. So this is one of the things we're going to be tackling and figuring out how to change that one section without getting rid of a lot of the foundational work we've already put in and the time that we've spent on this shot. You have to show it to somebody. You have to get eyes on it, and you have to see how an audience will react to because it's not going to be the same experience for a viewer as it is for you as the artist, and getting that perspective is a really important part of the process. Now that we've talked through what to expect in this class, maybe in the next lesson, we're going to talk about receiving animation feedback. 3. Receiving Animation Feedback: When it comes to getting feedback and critique on your work, I have some tips and tricks for you to keep in mind, some advice for your career. When you work on a movie, work on a game, the majority of the people playing that game, watching that movie, that TV show commercial, whatever it might be that you're doing, most people who watch that are not animators. They're just viewers of whatever that is. They could have any job, any experience, and any amount of background in this type of work. Usually, it's not very much. There's not a whole lot of understanding of what went into the process to get there. Non-artist feedback is an extremely valuable resource that is not to be underestimated. That's the first thing I want to mention just because a lot of the times people think that they don't have anybody they can ask, when in reality, you can ask anyone. Let's say, for argument's sake, that you have nobody to ask. You don't want to show a friend, and your mom says that she hates looking at your work, and never to show her again. Well, then we're going to have to do it ourselves. If you have to self critique, I have some tips on how to observe your own work, how to analyze it, even despite the numbness that you probably will experience when working on a shot for so long. The easiest tip is just to step away for a bit. If you are staring at your shot, you're working on it actively, and you hit "Play," you might notice some stuff, but that's the worst time to make any real decisions about your shot. You need to take a break, go to sleep, go on a walk. You need to have an extended period of time away from that piece of work to come back fresh and look at it with new eyes. That may not be enough on its own, but it's a start. Now, there are some more specific techniques that you can use to sort of freshen up the way you see the work as well. This is a website called SyncSketch. You can make a free account and upload your animation work to the site. What's nice is, you can share it with other people. They can give you notes by either typing here on the right, and they'll leave frame specific notes or they can draw and give you visual notes. It's a very helpful website. A lot of us in the industry use it. This particular piece of work that's going to play here is from another class that I've done here on a SkillShare. If you want to see more about body mechanics, you can check those out. Even if you're just giving yourself notes or trying to give your own critique of your work, this can be a very powerful tool for a few reasons. First of all, you may have heard this tip before, maybe you haven't. But one way to see your work through a new lens is to flip it horizontally. There's a button right in here. It lives right over here, the hot key is P, but it's flip canvas, and it will just reverse the horizontal axis of your shot. It's just going to make it a little bit weird to your brain all of a sudden that you're seeing it for the first time this way. You might notice things that, just because it doesn't look the same, it's almost like the cache or the memory that you have stored of it. Now doesn't match what you're seeing. That's a pretty common trick, and it can be really helpful. But one of the things that I have not heard talked about as much is a trick I really like to use, and this is specifically to help you with the timing and the spacing of your work, which is arguably one of the more important parts to be able to self critique. It's also very difficult to notice as you're earlier on in your journey. When you hit "Play," on any piece of animation, you're typically going to know what to expect. What you can do is this, there is a playback speed in the bottom left corner here. I animate at 24 FPS, and so that's what it gives me here, and you can see that I can up the speed to 1.5 speed. If I hit "Go," it'll play a little bit faster. If I up it to two speed, I can play a little bit faster. Your goal here is to keep upping the speed until you can't really tell what's going on anymore. Because the question is, if I play this at, let's say, 1.5 times speed, can you tell what's happening? Can you see all the keys? Is it clear what story is being told or all the important moments that you spent time posing reading. But let me exaggerate this, and go up to four times speed. This is just too fast. My advice here is to up the speed until it gets to that point, and then back it down to where you could still see everything working. For me, I think 1.5 speed is the limit on this shot. It's still a little fast, but I can see it. This works. Now, what you can do is set it back to your regular speed. See how much slower this feels all of a sudden? In this particular shot, I don't think there's any glaringly obvious timing issues. But we can definitely feel like, this feels slow now. Maybe we could stand to speed it up a bit. That's the key. As fast as you're able to make it and still see it, is a good indication of how short your shot might actually need to be because everybody has a tendency when they're starting out to make their shots really long. You have these three, 400 frame shots for actions that should only take 100, 150 frames. Usually there's little pockets of sections where may be the jump here plays normally, but then the flip of this character, that needs to be sped up or slowed down or things like that. That's why inside of tools like Maya, for example, you can actually hold shift and move in your timeline, and you can bookmark different ranges of your timeline. But being able to adjust the speed of your shot will help you notice when there are timing issues. Finally, when you get notes from other artists. If another animator is going to give you feedback, make sure you take notes in one way or another. Don't just think you're going to remember it, because often, you'll miss little pieces or you'll forget what frame number somebody might have called. If you can record, doodle, draw, write, however, you need to take notes, that's fine. Just make sure you do actually take notes. If you have a character who is feeling angry, but they think your character is confused, and they give you all this feedback, try to phrase a request for clarification in a grateful way of basically saying, like, oh, that's great feedback. Thank you so much. Actually, there is one thing I want to double check. You said that my character looks confused, I was actually going for angry. You don't want to push back, and say, well, what I was trying to do. Don't explain every little thing, because it just takes time. They don't need the explanation of what it is you were trying to do, because it's clearly not landing. They're giving you notes for a reason. Beyond that, it's always a great idea. At that point, if you're frustrated, if you're like, oh, that feedback didn't feel like it helped, ask another artist, and this time, give some initial context as to what it is you're looking for that you can build on what you've learned over time. Then this is where you can have two different options. You can either say, do you have any tips on how I can make my character look angry instead of confused, because I think I missed the mark there or you could say, if my character did look more angry, I'll have to work on that separately. What would your feedback be if the emotion were different? Ultimately, your goal is to learn more, and hopefully keep them sharing valuable information with you. Encourage that through asking questions. That's a super positive way to get that information. Now that we've talked about receiving feedback. I'll wait you in the next lesson, we'll talk about actually addressing those notes. 4. Addressing Animation Notes: Let's talk about what happens when you receive feedback on your animation. Sometimes the notes are small and easy to accomplish, sometimes they're larger and require you to really adjust a certain part of your animation, and other times, unfortunately, the note is to change the whole shot. Those are probably the least fun, but they often result in some of the best changes to your work. Now, as for the feedback you're going to get and the size of those notes. When you're given a small change, for example, if I point over here and I'm told, oh, hey, do the Disney point, the two finger Disneyland point, which fun fact, if you haven't been to Disneyland, no one who works there is allowed to point with one finger. They have to point with two fingers. That new pose is going to affect the surrounding finger. It might adjust the wrist a little bit. Things like that are not too difficult, and those are the best notes to receive. But often the changes become a bit larger. If it's not just the pose of pointing, but it's I want to have the character, from the arm over here, we got to change the arc, we got to change the timing, we have to change the spacing, we have to change something about an actual action where there's motion involved, depending on your workflow and the way you've built your shot, that could be easy to accomplish or that could be a pain. The more keys you have, the more controls you're using, the deeper you are into your shot, the harder those things are to fix. I see a lot of people who are really resistant to deleting key-frames in general. They always want to try and rework, adjust, maybe add more keys to try and get that thing in there. Sometimes it's not a bad idea to delete stuff. If you are constantly trying to rework existing animation, you're trying to take one thing and shape it into another, sometimes I can just take more time than just redoing that section. But my tip for you is to do bookends. The idea is, with whatever we need to adjust, if I need to adjust, for example, the height of this jump, I'm told, hey, the character needs to go much higher. I'm going to go ahead and open my Graph Editor, Animation Editor's Graph Editor, and just put that over here, if I need to change the height of a jump, with this particular rig, I need to grab the IK feet and the IK hips, and usually the way I work is pretty sparse in terms of key-frames. I don't have too many keys because I can see the top of the hips and I can see the tops of the feet. They're a little bit delayed. But overall, I know what my curves are doing. I'm very heavily using the Graph Editor, so it's easy for me to come in here and make adjustments because I know what these splines represent. The more familiar you are with things like the Graph Editor, the easier changes like this might be. But you might not be a Graph Editor animator. You might be more pose based. You might use layers. There's many ways to go about this process. But to do the bookend trick, I can go to a frame where everything is good, and so what I'm going to do is I'm going to hit "S" and set a key. In fact, sometimes it's safer to take everything and set a full key on the whole animation, on the whole character on that frame so that everything is locked down on Frame 58, I can move ahead to wherever the character lands, which I'm going to call Frame 73. I had a full key, I've now just bookended that section. I have full keys that preserve anything on the outside of this range. Within those two bookends, I can do whatever I need to do. I will have to be mindful of how I blend in and out of these changes just so that nothing feels too jarring once we enter this new range. But I should be free to delete keys and make adjustments without too much consequence. If I filter by the up and down, I do have a lot of keys here, I can technically come in here and blow away all these keys. I'll get rid of this one and then all of this before he hits the ground, this one, this one, and that one. I don't think that's really going to help me because I got rid of a lot of useful information, but technically, I could come and make the character go much higher, and then eventually his feet, I might also want to be a little bit higher, and there's other things I need to play with. I'll make these adjustments without setting additional keys a lot of the time. I'll just start moving things around, and I'll workshop it. The bookends are really useful for when you're using things like the Graph Editor and you want to adjust your animation, the view port in the Graph Editor, however you choose to do it. But another technique for these smaller changes is animation layers. I can take, for example, the feet, once again, and the body, the hips, these three, in particular, because these are the things that cause the character to move around through the scene. If I leave out the feet, they just stay there, so I need to make sure I don't leave them out, I bring them with me. I'm going to go to my animation layers over here on the right, and I can say Layers, Create Layer From Selected. That now creates a new animation layer that put those three objects in, and they're ready to animate on top of my original data. I'm going to lock what's called the BaseAnimation. The BaseAnimation, you can see all my key-frames down here, they grayed out, that's all my normal data, all my animation that's pre-existing, everything I've done, and now I have a brand new layer with no key-frames that those three controls only can be animated within. If I try to grab something else like the head and set a key, it'll give me a little error and say, that's not in the layer and the BaseAnimation is locked, you can't key that, and so I have to just make sure that when I do this, that's why I did the create layer from selected. But once that's done, I can take my three objects here and I'm going to once again bookend. I'm going to take the three from maybe here because the feet are on the ground, so I'll hit "S". I'll set a key. Maybe I'll do it on 59 actually. Because 59, the feet are right off the ground. Sure. Up into the air, and then there we're trying to make contact with the floor. Look at my bookends and right here in the middle, I'll just say, up you go. Now, all I've done is I've done this adjustment to the height, which if I go ahead back into my Graph Editor, you can see that I have all this grayed out animation because in my BaseAnimation layer, everything's still there, it's just not accessible because I locked it. In this new layer, I have a fresh set of curves that'll translate Y. I can adjust my hang time. I can maybe change the E's on this a little bit. He now goes much higher with this layer. What's cool about this is if I give this to the director, the supervisor, my client, you wanted it bigger? Here it is. They go, it's too much. This is really nice animation layers I have a slider. I can just dial this back, 50% of that change. There you go. Done. Notes completed. There are different ways to address notes, something like this where it's about the height or about the pose, I can make these changes really easily with something like animation layers, and the bookend trick works whether or not I'm using that just to preserve anything outside of the bounds that I'm trying to adjust. If I want to just mute this layer, I can I can turn it off so we don't see the change anymore. I can also delete this if I'm not happy with it, or I can merge it back down and combine it into the final animation if I want to keep it. I'll just delete it, go back to normal, and I'll unlock my BaseAnimation so everything is back to normal. Now, let's say that I'm given feedback on this dive, which I was, I showed this to a friend who has a more realistic visual effects background, and his feedback was that little jump at the end is a little springy. It's a little cartoony. Could we see it maybe with, like, a scramble? What do we do? I would do the same thing. I would find a nice frame like this where the characters kind of in a point where we can create an alternate timeline. We can branch off and do something different. I'm going to grab all the controls, and you can see in this particular case, I've got keys on every single frame. We're not going to worry too much about that, but I would pick the Frame 88. I'm going to set a full key. I hit "S", I key everything, and to be really careful, I'll also click the little Bookmark button, and I'll leave a little note for myself on Frame 88. Now, I can see right here in the timeline this orange thing, that just tells me which frame I have done my bookend on. I'll move forward until we are maybe in the down position. I'll leave myself another bookmark. I should also set my full key there. Now I can see, great. In between here and here, fair game. I will narrow my focus, jump to 88, jump into here. Now this is the range that I want to adjust. Instead of springing up into the air, I need to animate a scramble. Now, there's not time for me to completely animate this whole thing before your eyes right now. It takes some time. But what I can show you is the first step. What I would do immediately, I would save this as a new version of the file just so I don't screw up my old file. I can always come back to this. But first thing I'm going to try is just say, you know what? Let's just start afresh. Take everything in between my bookmarks. Delete. We're not starting over. We're starting again with experience. We can add specific poses if we know what they're going to be. We can just layer in pieces that we think might feel good. We can go look at reference, create new planning for this little part of the animation, and Frankenstein it in there. There are a lot of different ways to go about this process, but the first step is to not be afraid of deleting our work. Before I delete, in general, in the Graph Editor, you can do what's called buffer curves. Buffer curves are awesome. If I have some rotation animation, in fact, let me just do this with one curve so we can really focus our attention. If I grab the hips and I bring this up and I look at the translates and the rotates, I will switch my view mode to normalize just so I can show you the curves a little bit easier. Here's all the animation data we have for this section. This represents the hips jumping into the air, and you can see the little jump right here in this green one. Rather than just blowing it all away off the bat, I'm going to select these curves. I'm going to come up to this button up here. It'll look like nothing happened. You can click it as much as you want, nothing's going to visually change. The only thing I want to make sure I have is, under View, I want to make sure I have Show Buffer Curves turned on. Instead of Maya, I need to make sure that's checked. Because what'll happen now is if I move one of these curves, I can see the ghostly outline of where it was. See that? That little outline. Now, I can make adjustments, I can delete, add keys. I can just say goodbye, whoo, and they're gone. But when I select that curve, I can see what it used to do, you can see what it used to have, and so if I ever need to reconstruct anything, it's pretty easy to just match the old ghost, or better yet, I can just select that curve and click the button next to the one I had hit before, and that'll swap. It jumps back to what it was before, and what I had adjusted now becomes the buffer curve ghost, and I can just switch back and forth. What I'd like you to do at this point, hopefully you have something you've animated in the past, doesn't matter if it's body mechanics, acting, could be anything. Change something. Practice the process of making an adjustment, small, medium, and large. If you have the time to do all three, I'd recommend it. At the very least, try small and large. I'd like you to try making these adjustments in whatever way works best with your workflow. If you're working in Blender, you don't have animation layers. Only Maya has those at the moment. You can use the bookends, you can adjust your splines, you can adjust your poses, you could try the animation layers workflow, or if you're reworking the whole shot, you might just go back to the drawing board for that one particular part, new reference, new planning, different workflow, try some stuff. I'll meet you in the next lesson where we get into some techniques for large animation changes. 5. Making Large Animation Changes: When it comes to making adjustments to your animation, there are some things you can do to make the process a lot easier. One of those things is knowing exactly which controls you're using for what and limiting how many controls you're using in general. This isn't really something you can adjust later on in the game if you've already animated a whole thing and you're close to polish and you've used lots of controls. Ideally, you're getting feedback early and often and you can address these things before they become too much of a problem. But this is going to tie into your overall workflow and the overall way you choose to work with certain characters. It's part of your setup process and your planning, and you don't want to skip it for this reason. So if we look at this character, this is just some character from Miximo. It's just some mannequin dude with a rig from mGear, which is a free rigging framework. It doesn't matter what character you're looking at, because most rigs are very different. But what I want to point out is that all of these different controls, if I hide the character, there's a lot of options. There's a lot of things to mess with, and guaranteed yours is going to look a bit different than mine. However, some things I want to point out are that the color coding you often see in the torso is not an accident. In a lot of rigs, you actually have a few sets of what we almost would consider redundant controls, things that seem like they do similar things to other controls on the rig. Why are there so many that do similar things? Well, in the same way that you have an FK and an IK set of controls for the arms or the legs, we also have FK and IK torso controls. The red ones in this particular case, if I select it and go to the top right corner, I can actually see that it says spine, C0, FK0, control. On above that, FK1 control. It's an FK set of joints because they're meant to be rotated and I would move up through the chain and bend the torso. But then these yellow ones, you'll notice that they aren't really moving around as I move the red controls. So even though I'm moving the torso, this other torso control, this big yellow one here, it totally got left behind. What's the deal with that? Because it's an IK torso control. It's like a different setup. Now, the torso is a little bit different than the arms and the legs. Typically with arms and legs, you only use IK or FK in a given moment. But when it comes to the torso, you can use them interchangeably as a group. You can mess with different things. But what you should do before you start animating is, like, learn what they do and decide what you want to use them for because you have, like, your main body control here, but inside, I actually have an IK hip control. That can be used to translate and rotate the character. It's great for cartoony animation to be using this all the time. It's not that you wouldn't use it for realistic stuff, but you just might have a different way of going about it. Same thing in the torso. I've got this rotation control that's also meant to be translated. The reason that you could just use these yellow ones is because by using the two of them in conjunction, it will reshape the spine without ever using these red ones. The point is that it is a decision that you should be making. There are plenty of other tools at your disposal, especially in Maya, one of the reasons that people use it for this kind of stuff is because of how many options you have to work. One of the workflows at Sony Animation, for example, Hotel Transylvania, Cloudy With A Chance of Meatballs, Spideivers, you know their work. A lot of the really cartoony movies that they've done, like Cloudy With A Chance of Meatballs or like Hotel Transylvania, they'll have these really specific graphic 2D pushed poses in their 3D models. They're not accomplishing that with their character rigs. So sometimes it goes beyond the rig itself, and it's actually deforming the mesh using what's called blend shapes. If I select my mesh, I will go up to Windows Animation Editors, and there's a window in here called the Shape Editor. In here, I can actually create a blend shape, and if I add a target, it gives me the ability to modify the mesh itself. So I'm going to turn off my animation controls, and I'm going to use just sculpting tools or modeling workflows. I'll just go to the sculpting menu just so I can show you a fun example. If I were specifically trying to maybe change the curvature of this inner torso stuff, I want to just smooth it out. I want a really soft line. I could just use a smoothing brush, and I've gone outside of the realm of animation here but if I'm given a note on the posing and I can't accomplish it with regular animation means, sometimes in studio workflows and freelance projects, especially, you might need to resort to non animation solutions. So with this blend shape activated for this particular mesh, I can go in here and I can actually just shape it up. I can get rid of those nicely defined abs, get rid of some of this definition in the chest, and I'm literally just smoothing the mesh. Now, if I go too much, I might turn off editing mode, and I can now have a slider that reactivates that definition. And I can always make additional adjustments. If there's something wrong with his back and maybe from this particular angle, we don't want this dip. We want to have just a really smooth surface of the back. I could add an additional target. Now this one's being edited, and I can say let's use another sculpt tool. These are not huge fixes to the animation, but they are things that are going to define how we work with our character. If your controls can help you do it, great. If they can't, this is another really cool studio-based workflow. This is a late-in-the-game technique and I can key this, as well. These are some really cool ways to adjust our animation for all kinds of different workflows, especially professional ones. This can help you hit very specific shapes to really define a character and define an emotion, the body mechanics, to make it look a lot more interesting and that much more memorable to help you get a job or your next client project. Now, two other quick tips I want to leave you with here are the FK and IK workflows of arms and legs and your curve hygiene overall. Curve hygiene, what I'm referring to is the graph editor. Go ahead and switch all this back. The graph editor is your friend. I've said it before. I'll die on this hill. It's a great tool. I recommend always having this open somewhere. It helps to be able to see, interesting. This down position is a lot lower than the other down positions surrounding it. When you're given a note and you're told, for example, again, hey, have them jump in the air. I know exactly which curves to use to do that because I've been watching the curve editor evolve throughout the process of animating. So it makes a lot of sense. I'm just like, I need to make it go higher. Great. That's my translate y-curve. Here's what it looks like. These are the curves I have on it. I know what they do, and I know that if I scale these curves up just drag the whole thing, and now he goes much higher, I immediately go, well, he definitely goes higher, but now his feet are hyperextending, but I know what to do there, too. So here we have him springing up into action, and this is where the FK and the IK stuff comes in. I have the character with FK arms, meaning that the entire time I'm animating him, the arms are rotation-based. But the moment I have him hit the ground, when he pulls his arms here, wham, right there. I actually switch the hands into IK. IK is the other system where I can place the hands in a specific spot. And if I move the hips, they now act like the feet. The hands and the feet are both IK, meaning the body and the hands and the feet are independent of each other and they lock into place as best as they can. You see the break up I get too far away. But doing that change adds complexity to when I need to start making larger adjustments because to having him scramble and try to get up in a different way, I now have to manage not just the IK skeleton that I just showed you. I also have to manage FK skeleton keys, which, for example, this little arm cage, soon as he switches to the other mode, where is that arm cage? It disappears. Because when you switch from FK to IK, the controls that are visible often change. So I know how to manage controls that disappear. So I need to make sure that I select the ones that I can see the elbow and the wrist as an example. I got to scrub back over here, and I need to also add to my selection the shoulder, the arm, the forearm, and the wrist and on top of that, whatever control it was that actually did the FK-IK switching, which in this particular rig, is like, way back over here towards origin, there's this little thing right there. Which I can zoom in to show you it's this little x. This little x is the thing that actually has the FK-IK blend control. I have to grab all this stuff in order to set my bookends and make adjustments. So for large changes that have more complex rig settings involved as well, don't forget these types of things. What you can do so that you don't have to keep selecting this every single time I want to adjust these things. If I need to keep changing my timing, selection sets are your friend. Personally, I use animBot. animBot is a collection of tools in a script that you can get you can create for yourself a way to hit one thing and it re-selects everything I've just done. In the script editor, bottom right corner of Maya, there is a log of everything I've been doing. You can see that I have all these different selections of stuff and there's also the frame count that I've been going to. We're going to ignore those. But if I just say, hey, all these things I was grabbing, I'm going to copy that, paste it into this little mel scripting window, make it big so you can see it. You can see that we have a selection of an arm FK control. We change to the frame. I'm going to get rid of that. We don't need that this one as well. Typically, if I'm doing all my selections, I'm trying to grab them all. You need the last one that has the -r, it basically deselects everything else. I want you. Bam. That's just how I remember it. It's my neumonic device. But I changed this, which is why I know it's the last one in the sequence because when I clicked this and then I clicked this and I clicked this, it was deselecting the ones before it, so I know that these aren't selected anymore. I changed them all to toggle. But this whole set of things right here should be everything I need. This is the entire right arm. I will click this little button right here, which looks like a floppy disk on a shelf. I'll just call this arm right and hit okay. Now, you can see I just created a little button up here on the top of my shelf. Once I click this button, boop, it actually grabs all those things all over again. That is a huge time saver to be able to re-select stuff that you need to be adjusting keyframes for, moving things around, or dealing with bookends. Let me show you what it looks like after we've made our changes. So here we have our run, we have our dive, and instead of popping into the air, we have a little bit of a scramble and kind of this half-hop to get back to our run cycle. But that is how you can take something that you've already put a lot of work into and just build off of it. And while sticking with things like the core, the root, the main big parts of the body, just start layering in what you want to happen piece by piece until eventually, it starts to resemble something new that still feels connected to the overall animation. If you have a piece of animation that you've already animated this works for and you can chop out a section, do the bookend, and make adjustments using this layered workflow, great. Do that. But if you don't have a piece of animation that really fits this mold where you have something where you can make an adjustment, maybe all your shots are pretty straightforward and you don't really know what to change. In that case, I would say, start off from scratch. Open up a blank scene, bring in your character. Take a minute to evaluate the actual controls you want to use for this before you start. That's one of the things we talked about. What I'd like you to do is have two poses an A and a B pose, a standing pose, and a sitting pose. Just make a cube as your chair. Don't worry about downloading models or making it complicated. But just have your character sitting and standing. The order is up to you and just figure out just with the hips, just the main hip control, the overall motion to have the character sit down or stand up, think about the weight shifts, think about where the character's balance is. If they lean forward, they can't just fall forward. They're going to have to compensate by changing the translation as well as the rotation. And then just start adding detail. Do you want the torso to drag behind? Do you want it to lead the action? If you're sitting or standing first or second, that might change your answer. But try that process as if you had other stuff on the outside. So give them a prop. Give them something to hold if you want to make it more complicated. Regardless of what's on the outside of this imaginary shot or if you're using a shot that you already have, in this window where you have two different poses, figure out how to get from A to B in a new way or if it's from scratch, just by using this particular workflow and see how it goes. 6. Bringing Maya Animation to Blender: If we consider animation as just one piece of the pipeline where we have a bunch of different departments working on a project collaboratively, helping each other achieve some kind of a goal, oftentimes, animation is going to export their data to another software, another set of artists, and the department to hand it off for another set of tasks. Inside of Maya, we have a whole bunch of options for doing this. I thought I'd go through some of the most common ones so that whether you are working on your own and you're doing Indie production or you are working professionally with other artists, you're prepared for what those projects need from you. Now, in this particular example, I've got a run cycle. This is just part of the larger animation that I've been showing you this whole time. I will go ahead and do the whole animation so we have all the fun stuff, but just to show you this, I want to point out something about cycles because the first thing I want to show you is how to export to a game engine Unreal Engine, Unity, things like that. To send your animation to a game engine, you actually won't be sending the whole character. You're only going to be sending the skeleton information. If I come in here, I go to Show, and then I just turn on the joints. In my particular case, that will show the character joints. I'm also going to go to Display Animation and then Joint Size with this character they're big right now. I just want to show you what this looks. It's a little bit tighter. There we go. This is what the character looks like under the hood. I make the characters see through, you can see that the mesh, the character themselves is just being deformed by the skeleton underneath. This is the whole, rigging process, but when it comes to a game engine, Unreal, for example, does not need the character's mesh from Maya. When you're sending your actual animation work, you won't be sending the full character. You'll only be sending this skeletal data. Let me show you how this works. When it comes to cycles in general, I just want to point out that if Frame 1 and Frame 19, in my case, are the exact same pose, I don't actually want to send 1-19. I want to send 1-18. I don't want the first and last frame because if I play through this, I get the first and last frame matching exactly, which is great for the cycle, but what would happen if I just hit "Play" every single time, is you're going to see Frame 18, then Frame 19, and then it's going to play the next frame, which is the same frame, which means we just saw the same thing twice, but when exporting your animation, you might also need to have one additional frame at the very beginning your T-pose. The T-pose is for exporting the character and the skeleton to prepare us to be able to bring the animation in. If I wanted to first send out the character, I'll go ahead and make my character selectable, and I'll open the outliner. In this particular case, what I have is the character mesh, as well as my armature. It's got the whole joint chain inside of there, and then the controls are separate. We don't need the controls. Our exports will never care about our animation controls because the rig won't be alive once we export it. It's either going to be just the mesh data or just the skeletal data. If we're sending our work to Unreal, for example, if I go to File. There is an option for send to Unity, send to Unreal, things like that. There's even a live link plug in which won't be there by default. You can install it and you can do some really cool stuff, but the game exporter is what we care about. This makes it really easy. You'll see that there are a few tabs at the top, the Time Editor, which we're not going to talk about today, the animation clips of how we actually export our animation data, and the Model Section. This is where you would select your mesh and your skeleton. You might want to select the entire skeleton hierarchy, and the way you do that would be to click the top level, go to Select and then Hierarchy. Photo grab everything in this hierarchy, and then I'll shift click to select the character. That is how I would select just the character for this process. I would export my selection and I would give it a name, all that stuff. This would be to just take the character, send it to Unreal. Again, there's more complexities depending on what character you're using. Once that's done to actually export the animation data, or if you're doing motion capture, you want to do retargeting, you can bypass that whole thing I just showed you. I just want to address it really quick. What I can do here is if I select the "Skeleton Data." That's going to actually grab the joint hierarchy. You might also, again, select hierarchy, grab everything in-between, but if I grab this root, I'll just use the top level control. I will just say animation clips, export selection, and I'm going to create an animation clip. So I will hit the "Plus" button, and then I'll give it a name. I'll say Start Frame 1-18 or I can hit this button. It'll chop it to the same thing I have in my timeline. If I want this whole thing, I can change this to 1, 2, I think it's 126 actually, because 127 is again that loop point, which is the same as one, I won't back a frame. I want 126. I'll give it a name, anim_divescramble. Sure. Underscore 01. I like to give my names the number. That way, if I need to do multiple versions, it's easy to keep track of. Then we need to check the settings, make sure that the Bake animation checkbox is turned on, so it's actually going to get the animation data, and we will go ahead and change the path to wherever we want to go. I typically like to use the data folder that it gives us in our project Window, but you can put it anywhere. This is also using the Maya Set Project. If you want to just throw it on your desktop, that's fine, too. Just put it somewhere you can keep track of it. I'll hit "Choose" and I'll give it a name, which is up here, and I'll hit "Export." See how quick that went? That was, instant. I'm suspicious of that. I don't think it actually got what I wanted. I think, in this case, with this rig, I want to select my root, select "Hierarchy." I'm going to try one more time, change this to 03, export again. That time it took a second. I actually saw my playhead move, and I think that's going to work better. Because now if I jump into my folder, you can see I have anim_diveScramble 1, 2, and 3.fbx. Your animation data to game engines goes in the FBX file format, typically. You can see that these are 27 kilobytes, and this is 1.2 megabytes. This is a bigger file. There's more in there, and that's probably because these only contain the root bone. This actually contains more information. This animation data we could bring into Unreal. We could now load this up with really any rig, any character that's set up over there, and we can attach any mesh to it. That's what's cool about animation data in this way is that this skeleton can deform any model. As far as animators, our job is complete, but that's how you use the game exporter and how you export your animation for games. Now, one more thing I want to show you is what happens when you want to actually just export the animation data for film work flows, for commercials, for something that you're going to send to an effects artist or for a lighting artist. Because those artists don't need to be retargeting stuff. They just want to have your character, whatever it was that your camera saw this whole thing right here, this is what they need. Let me show you what we do. If you want to export the actual character information, this is the same workflow that we used at Dreamworks, and I've got some modifications to it as well. If I go to Frame 1, once again, I don't need the T-Pose in this particular case and Frame 126, there's my whole shot. Character is going to go running off and doing his thing. I'll select the character. I actually just want to select the character's mesh at this point. I'm going to go to File, Export Selection, and I'll go to the little option box. I asked, how do you want to export your file? You can choose from all different things, but the ones we care about are an Alembic and a USD. Now, the Alembic is the most common way, and it's an older way, and it's totally great. It works wonderfully, but it's not the one that I prefer. It's also not in this menu. The Alembic export lives somewhere else, and I'll show you where that is second, but the recommended workflow that I like to show is USD. If I scroll down, there is a USD export and Arnold-USD. I just want regular USD export. If you're working with a team and they have certain requirements, great, but in most cases, you don't really need to worry about this. The only thing you do need to check is animation data. Turn that on. Otherwise, you just get the one frame. We'll make sure that we get our frame range, which is why I changed it here. We want to change this from 1-126 in my particular case. Every single frame, if you haven't done the Euler filter, which adjusts rotations, it can do that on Bake. I don't need to worry about that because I've already handled it. Now we'll say export selection. I'll go back to my data folder. I'll call this anim_diveScramble_01. This time, it's a USD file, so 01 is fine because there's FBX. Now there's USD. It's not going to hurt anything. Export Selection. Runs through the timeline. It's pretty quick, as you can see. Then while we're here, I'll just show you the Alembic one too. Up in animation, I'm actually going to switch to effects. I'm going to come up to Cache. This menu is not here if you're not in the effects menu set, but I go to the cache menu set, Alembic Cache, and I'm going to export selection to Alembic option box. It's basically the same steps over again. I'm going to use my time slider, or I could specify starting end frames of 1-126. I'm going to scroll down, and there's one extra thing I need to check here. UV light. You want to make sure you hit that button. Otherwise, the texture information for this character is not going to connect properly because the mesh has UV data, which is how it knows how to lay the textures onto the geometry. We can now say export selection, and we can make sure that we are set to an Alembic file type. We'll call this anim_diveScramble01, another file type. Export Selection. It also runs pretty quickly. Just to prove that this worked, I'm actually going to open up a different software entirely. We're going to jump into Blender because it opens really fast. In Blender, I go to Import Alembic, I navigate to the location where my file is, and I can go ahead and double click that Alembic file. Right there, you can see we've got our animation live playing in Blender. Obviously, the rig is no longer there because the rig is not compatible, but the animation data is there exactly as we expect. Now, file Import one more time, USD. I'll do the same thing. I'll bring in the USD file. Now, they're pretty much on top of each other, so I need to move one of them over a little bit. There you go. USD and Alembic both work great. The animation meshes here will be completely identical. You won't be able to tell them apart. However, the reason I recommend using USD most of the time is because if I go to the folder where these files are saved, the FBX file that we had from the game animation is only 1.2 megabytes. It's very small because it's literally just the skeleton and a bunch of rotation translation information. It's just a text file, basically. The USD and the Alembic actually have the mesh data, so they're going to be heavier, but the USD file, which stands for universal scene description, it is only 21 megabytes, where the Alembic file is 104 megabytes. It's like five times as big, and it's a lot heavier. Pretty much compatible in any software application, which is really nice. If we had a much heavier rig and we used the Alembic file, it might not play back at 24 FBX, but the USD one definitely would. It's just a lighter file type and a bit more effective for playback animation. My recommendation from here is to try it yourself, do the export. If you bring it to something like Blender or back into Maya, try to reconnect your textures and just make sure it works. That'll show that you're ready to use this in a professional capacity. 7. Final Thoughts: Congratulations on finishing this class. Hopefully, its information will serve you for years to come. Getting feedback and figuring out what to do with that feedback is something you're going to be doing constantly throughout your career. Hopefully you took some good notes, you learned some cool stuff, and be sure to share it in the project gallery down below. Thanks so much for taking this class. We'll see you next time.