Character Animation Fundamentals | Game Idle Cycle Part 1 | Opi Chaggar | Skillshare

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Character Animation Fundamentals | Game Idle Cycle Part 1

teacher avatar Opi Chaggar, Senior Animator + YouTuber

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.

      Class Introduction

      0:43

    • 2.

      Part 1

      3:57

    • 3.

      Part 3

      3:58

    • 4.

      Part 4

      3:58

    • 5.

      Part 5

      3:53

    • 6.

      Part 6

      3:53

    • 7.

      Part 7

      3:41

    • 8.

      Part 8

      3:58

    • 9.

      Part 9

      3:53

    • 10.

      Part 10

      4:58

    • 11.

      Conclusion

      1:32

    • 12.

      Maya Animation Mastery

      2:33

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About This Class

Animating a game Idle using the rig provided or any rig you would like. You can download the rig for this project here:

Rig Link:
https://cutt.ly/Juggernaut_RIG

Meet Your Teacher

Teacher Profile Image

Opi Chaggar

Senior Animator + YouTuber

Teacher

Hello, my name is Opi.

I'm a Professional Senior Animator working in the video games industry.

I have over 20 years experience in the Video Games Development and The Animation Industry and I've created these courses to give back what I have learnt and hope to inspire the next generation of animators.

Companies I have worked for:

My Mentors:

- Jason Schiefer - Weta Digital/PDI Dreamworks
- Steve Gagnon - Cady -Weta Digital
- Don Crum - Pixar Animation Studios
- Carl Brunker - BlueSky
- Kevin Koch - Dreamworks/Guerilla Games

The Opimation course covers the importance of mastering the fundamentals to create in game animations such as walks, ru... See full profile

Level: All Levels

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Transcripts

1. Class Introduction: Animation, to me, is all about getting out of the world of reality and going into the deep, imaginative worlds of our minds. Welcome to the class, everyone. My name's Op. I'm a senior animator in the video game industry. And in this class, we're going to learn about an in game idol. It's going to be a different pose. We're going to learn about how to get the poses to the right place, how to do research, and how to think of the hips as the bouncing ball and to get that motion going well, get the foundation going well, and then start adding the breathing and how all the other body mechanics work in conjunction with the hips, which is so important. So without further to do, let's dive into the class, and I'll see you inside. 2. Part 1: Let's start off with the idle pose. I'm looking for something like this, right? So I want to start off with the idle because I want the run to be quite similar to that with the shoulder up. So what we'll do, let's position this character, so it is facing sideways like this, right? And also the legs. This leg is forward. Okay. And the weight. Well, really, we'd have to move the hips. We can just move this leg back. And then just have it We're slowly going down, so we bring it down a bit. We don't want the legs locked out. Okay, so you know what? Just for animation sake, we've got joints. Let's show the joints. All right. Let's just then we can see dusk. All right, got it slightly. Because when we're going to be doing the idle, we want it to go down and up. We don't want it to lock out. Let's see what we've got top bits here. We rotated that. It's genuinely rotated. Back maybe have the bit forward ready, and it's always good to just tilt the head a little. I think the shoulders intersecting there. We won't worry about that, let it intersect. That's just bad character design. That's what it is. Is it bad character design? All right. Maybe maybe we can have the chest just pointing out a little more straighter. That Okay. Bring the shoulder down a little. And slight bend because we don't want that to lock out. And 3. Part 3: There. And then the forearm comes up a bit. That's better. That's better. You've got that space in the middle. You can see it's clear. Even when I hold it. It's going forward a bit, right? So the arm needs to be a bit forward. It's a bit back here. So maybe the shoulder, bring it forward. Yeah, that's a bit more natural, it. And maybe more like that. That's better. Yeah, that feels better. That feels better. Oh, there's a bit of a intersection in the head there. So, what we'll do we'll just we can just get the upper move it back, move that back slightly. You know, that's no problem. So we'll let it intersect a little. That's fine. That's not a problem. But that feels a lot. That feels better. But Okay. What we'll do? We'll just do a quick excuse me, we'll just do a quick do pose here with this character. Let's save this Ido animation. There's a quick way of doing this and what we'll do, we'll get there like we're saying a lot of times. Let's do 30 friends if we need to extend it, we can extend it. Let's just key here. Key at 30 and at 15, just bring it down a little bit. Now I can tell straightaway 40 might be better. Okay. Okay. And then what we'll do? We'll bring it up. Slightly. So what I'm doing in the graphic, I'm just slightly bringing up the character. So let's see. Yeah. You know what? This guy, let's make him a bit slower man is. We go to 60. Let's put this on 30 frames a second as remember games is 30, right? Let's check my settings out 30, save. Okay. Okay. That's better, 'cause I want him to be like. Yeah, you got to get into the character. You know what I'm saying? Okay. And then what we'll do? Normally, I come in here and I go to animation, save this. Sorry, can you hear me? Maybe I was a bit far away from Oh, I need to slip there. Alright. So we know this is just going up and down. 4. Part 4: Nothing really goes up and down in your life. So what we do we come to 15, we'll come here and then what we'll do we'll add so is it coming down? Maybe it comes down backwards a little bit, and then we come back to 45 frontward. So we got a bit of a got a bit of that happening, but if we're okay, cycle this. That's fine. And you can see here. Normally, I just copy this value to the top here. You know what? This is gonna be one. Is it one? Oh, one massive. Sorry. Let's go back up here. Copy that and take the minus off, so it's same. Just cycle. If that doesn't feel good. So if we look now, how does that feel? You can always scale it. If that doesn't feel right, you can scale it the other way. See how that feels. That's not bad, isn't it forward and then scale it. That's too much. I'm just saying then you can just bring it down a little. And then maybe bring these down to zero. You know, if that's too much, you know, that was what here. Going forward, could try the other way again. Let's see the other way because the other way seemed. So you don't want to go backwards. You want to go forward, huh? And then just grab this value. What is that no 0.8? Minus. So you've got a bit of a movement, which I still think is a bit too much of what we'll do. Let's bring it down to no 0.5 and then bring that down to -0.5. Then we'll just cycle it. Cycle that. Okay. Yeah, you know, it's still a lot. It's still a lot, isn't it? 0.2 Okay. Okay. Yeah, that's a bit better. And you can also do the Y. So I just put a bit more of the the down should I say? That's fine. 5. Part 5: I'll do. And now what we'll do. Now you've got the hips working, and you see it's got that breathing. We're trying to get that same breathing cycle going. And what I do is what you've got is the up and down. I would say the up and down here, right? So if you just copy that, and then select the torso neck two and the head. Okay? Key. If you check, Zadi Z. Okay. Z. So you go all of those control selected, and just select the Z because the z is where you want to rotate in. Okay. And then at zero, paste, and you will see the movement going backwards, right? Oh, we want to do. We don't want that. We want. So if we're okay, If we look at the bottom here. We want it. You just exaggerated it there, but we want it to go this way. Then we'll select the other one. Same thing. We want it to go this way. Select the other one. We want that to go the same way. Select and scale scale here. You're pressing the R when you're scaling there. Same as when you would scale in the viewpoint. Select all keys, press R, go to the dot here and just scale it up. Then the next one scale this up. And then you can see, you see that? You're getting the breathing in the right direction. Yeah? Okay. Now what we'll do? Let's go. Yeah, I just exaggerate it a little bit more because we need to exaggerate a little bit more. You see that exaggeration? Now what we'll do, I'll select all of these again and then come here and you can see, now we're going to do. Is select everything, move it by one. Then deselect that last one, move it by another one. And then deselect that, move it by another one. Deselect that, move it by another one. As you go up the chain, you're just delaying it more. If you look now, a bit more of an offset. Now you might be thinking. 6. Part 6: Maybe I'll get more. You could. So if you come back here, so if we select these again, just the top four, we could be like, Alright, let me go another one. Then deselect again, bottom one, number one. Deselect that, number two, another one, deselect that, another one now. I'll select everything and let me just cycle it. Okay, now let's have a look. See, you got more of that breathing. That's what we're looking for. If you want to add a bit more to that, save your work, save your work. What we'll do here. Normally what I like to do, I like to get these torsos Actually, we do one at a time, that one and hoops. What I tend to do is I go to the middle and I no, that's the hips. We don't want to do that one. Come here and just translate it down slightly, even that next one, just translate it down slightly. And then it's popping. The reason why it's popping is because let's select that bottom one again. It's popping because when you go to translate, there's no value on the other side. If we go to, let's just key. If I come here and just key. Now what you'll do. This value is zero. Just zero this out. And that one is zero. Now what you want to do is just move these by three, one, two, three, because it's one, two, three, here. You want to offset the back. Now if we have a look now, This one is the same as well. We come here, we just come here to translate and key. Sorry, go back here, key here. This is zero this out, and zero this one out. That one's got it too, then select them all and move it by one, two, three, four, five, we go one, two, three, 45. It's equal. Now if you look now, you can see that there's a little. Let's see what that is. Okay, we need to cycle. So we need to do need to select all of this. For some reason, it's not selecting everything, what I'll do might be to do with the joints joints, right? Okay, that's a bit fun. Never mind. Let's select. Let me go to Wilfred. Ah, that's what. 7. Part 7: Okay. There you go. So we select everything. What we'll do? Will cycle cycle cycle, right? No, it shouldn't. Yeah, you see now it's not happening. So, look, because of the translations, you're getting and you know what? If I select these two, what we'll do? We'll go to the translations, and you could even offset that by another one, one, two, right? And bring it back one, actually. See? And then you start to get a bit of that cushioning that's happening in the chest. That's what you want. Now, if you look at the chest. Okay, we haven't got anything else on it. The other thing we can do, we've done that. So you've got a good decent breathing happening there, right? The only thing with the arms is there's no globals, right? So I can't the chest, does the chest have no that one yeah, so it's going to move with everything else. But what we'll do here, we need to rotate the shoulder a bit, so it's not intersecting. We got that. Now what we want to do, in fact, what I'll do, I'll have it a bit more. Key that, go to 60, key go to 30, and then key it back. But also, we might want to key it backwards. Forward slightly. Well, actually, you know what? Let's undo that for a minute. We go down. Let's put the shoulder down a bit. Yeah, that's what we want. Then what we want to do is with the arm, we just want to key, we'll go to the forearm. Select all the arm, key it as it's coming down, we'll key it back slight we just want slight movement in the arm, right? And then key that at the start? Okay. And then what we want to do is if we look here, I want to select cycle everything and just move everything by one, deselect the top, move that by one, deselect that, and then move the wrist. If you look at the wrist, we can always play around with this, bring it down a bit, bring it down a bit more. You can see us moving more and we can do the same with the forearm. It's too much there, bring it down. 8. Part 8: Maybe a little bit, and then upper body upper one needs it as well. So Okay. That's moving a bit too much that forearm. Then we move it back. Move that back a bit. And then we might want to even move that more. And then the shoulder to shoulder, we could rotate. Actually, let's form here. Let's move it forward a bit. Let's keep it. See, this is where we have to do a lot of just back and forth. Then what we can do, we can just select all of the arm and even move this all by two. See, we moved everything by two. We could move another one free. Then we could just really reduce the movement even on this there. Then even here, we could be key, come to 30. Let's just slightly have a little key there. There's a bit of movement, then we can cycle that what we can do, we can cycle the hands and be like, all right. Index is the first one, then middle. We can offset that by one, two. Index can be by one. So it's a little offset, right? Middle can be a little bit more. So we've got a little bit of movement there. Okay? All right. And then the arm on the shoulder, we don't really need to move that. What we'll do we create a little. We can have a very little movement, but if we go here, we could just be there. And then we can cycle that. If we cycle that, then you could maybe offset and but 9. Part 9: The forearm by one, and then the wrist by one, see if that works. If not, psycho that. That's fine. See? We need that to be solid, though, you know, we don't. And then even the head, if you want, you can try and exaggerate it. That's too much. That's better. There. That's cool. Alright, and that's how you get. And the other thing we need to do, actually, something don't look right here. What we'll do we'll just move the idle pose back. Back. And then let me just check the bones. Yeah, it's not locking out. That's right. Okay, so the bones aren't locking out. Yeah, I just didn't feel it was balanced there, you know? Do you know the leg? I was like, let me key this. Let me kee the legs. Ah, Kee the legs there. Yeah, the leg was a bit out here, yeah. I mean, the leg was like that. That's not balanced. That's a bit more balanced. Okay, and then you can now that you've got all that stuff done, you can come in Now that you've got that down, then you can start come to 30 and just even actually. We can start. Sorting out the intersections going on as you can see there, so we can come here, flesh that out a bit. Even here. I just have it out a bit. There you go. We don't get any intersections there. How's this looking? There's a bit of intersection there, right? So how does this work? Is it going to be inward? It's gonna be out. Okay, so we'll do All right. So what it is, we'll have to probably just accept you're going to get that. We'll just do it like that, right? So that's fine. You're going to get that. Not to worry, uneven here. 10. Part 10: Key this, come to 30, was it? So it's coming out a bit there. It's coming out a bit there. 30. There's nothing we can do about that. We'll just leave it there there. Maybe here what we can do is bring it back. Yeah, we'll bring it back, right? Yeah, we'll do that. Alright. Even here, we can do that. We'll come here. I guess we can bring it back like that. Yeah, that's fine. We can do that and then delete that. Go to 30 and just keep it like that. Just slightly, isn't it? Yeah, that's fine. And then there's the back, which is key, key. Can we rotate this in? How much that much it? Okay, so let's rotate it in. And then when it comes up, we can just have a little bit. Okay. And then what we'll do Excuse me. This it out a little bit. That's fine. Then we'll just grab these keyframe and come to the middle. With this fur, we could have it joint to the back first. Let's key that and as it comes out, just slightly out. Then what you can do, you can just cycle that. Once you've cycled it, let me cycle all of this. Cycle and cycle. Okay, now, once you've cycled all of that, you'll see you can come to the first one and just offset by one. And then there's this one here, offset that by one, two. And then exaggerate, exaggerate. Exaggerate a bit more if you want. Yeah, just keep you might want to offset a little bit more. You could offset that one by one and offset that a bit more as well, the bottom one. And then maybe play with the play with the movement. That's too much, right? Okay, we could just keep it subtle for that. Okay. And that's just in about 40 minutes, you got kind of a decent idle there, right? I takes a bit of time. All we can do, we can just key these ple vectors, come in, and just slightly add some movement coming in. And then you can just offset one of them. We can just cycle one of them and offset it to one, two, three, it's not symmetry. There you have it, you got one idle here. It's the back view. And then from this idol, we'll start using we'll do a walk and a run. The run will keep on the back here and we're just running like this. So we'll create that theme. That's why the idol is so important, you know, because everything goes from the idol. And when you're doing a run, you have to kind keep it close to the idol. L we do the run now and I guess if we had the sword like that, that would still work because when you stop it blend nicely. So you got to think about the blends that happened. But we'll keep it on the back and we'll have running like that because it will just match the time. Okay. But 11. Conclusion: Well done, everyone, and you've just finished on how to do an in game idle fairly quickly, just to get it in and get a good motion going. Now, you can also do Idol two, three, which is more personality, depending on your character you got. But this is basically just showing how you choose a method on the hip, so it could be a circular motion or figure A depending or it could be like going circular flat horizontally or vertically. And you're just trying to get that good root motion going. So that's the root. And then everything on the top, we'll just follow, the drag principle. Same with the shoulder, the root to shoulder. Then you've got the upper arm and then forearm, yeah, it's all just following. That's the principle basically you're getting. So shoulder drives everything, and then the arm starts moving. So that's the gist I would like you to get from this particular exercise. And just remember the hips are really important. You know, I know I stressed this a lot throughout all my classes, but it really is, you know, can you just imagine if you didn't have the curves on the hips going smoothly, if they were juttering guttering. Everything else on top gets affected, right? And, you know, if that foundation isn't proper and you know, working really well. It affects the whole body, everything, right? Hence, the bouncing ball as the hips. Alright, guys, so take care, go out, get away from the screen, go for a walk, you know, live life as well. Animation is about living as well, putting that experience into our work, and I will see you in the next class. 12. Maya Animation Mastery: Hi, everyone. Congratulations. This is just something after the conclusion that I just wanted to put into all my courses. You know, if you're really serious about leveling up your animations, I have a brand new course that you can enroll in. It's called Maya Animation Master. And this course, I've redone it with four K Good Audio came out in January 2024. And this course is designed in a way how I would have liked to be taught animation when I started. So it basically gets rid of all the pain pressure points that I had when I started animation. So I want to get rid of those frustrations and give you a direct line to what that Aha moment was for me when my mentor, Steve Gagnon Cady, taught me about animation. Something just clicked, and I teach that in the course. So if you're interested in enrolling, you can go to the About me page where I'll have a link there called My Animation Mastery. And you can go through the webinar. Then the course breakdown. You can check that out. And then if you decide you can enroll. If not, that's fine. There's a private Facebook group. There's a link in there about me for that as well. You can join that where we get feedback, and there's a nice community there. And also, when you enroll, there's a private Maya Animasr Maya Animation mastery, inner circle group where it's just exclusive for students where we give feedback. So have a look at that webinar and let me know your thoughts as well. If not, you can join the Facebook group to the private group. Obviously, the inner circle group is for people who have enrolled students who have enrolled, but check it out, and it's just for leveling up. And really, it's got all the theory and practical heavy on the practical stuff, video game stuff. If you want to learn about how to get a shot from reference to blocking to splining to polished, it show real level. It goes through all of that. And also, I talk a lot about networking and how to get jobs and contacts that I have within the industry that I can push your work out there so at least it's in the right hands and people can see and at least consider you for applications. Four of my students have already got jobs in the industry going through the course, so have a look at it and yeah, let me know your thoughts. So enjoy your animation journey. Stay healthy, and I'll see you around. I'll be around on the Internet on YouTube and, yeah, give in tutorials as usual. I'll see you later.