Motion Design in Maya: Create a Run Cycle in Maya | Study Hall | Sir Wade Neistadt | Skillshare
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Motion Design in Maya: Create a Run Cycle in Maya | Study Hall

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

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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

      0:26

    • 2.

      Animating on 2s

      6:11

    • 3.

      Posing and Adjusting

      13:29

    • 4.

      Animating on 1s: Filling Gaps

      4:15

    • 5.

      Session Completed

      0:18

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About This Class

Learn how to create an animated run cycle in Maya!

Jump into this action-packed 24-minute session with Sir Wade as he walks you through how to animate a run cycle.
This session
 is a companion to his full-length class on learning a layered workflow.  

Sir will guide you through:

  • The ins and outs of animating on 2s
  • Posing and adjusting your character 
  • Animating on 1s 

Whether you've taken Sir's class and are looking to practice further 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.

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: Intermediate

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Transcripts

1. Introduction : Hi, I'm Sir Wade. Welcome to the study session where we are going to talk about how to make a run cycle in Maya. And specifically, we're going to do it using a workflow where we animate on twos, which is a workflow you may have heard of from the Spider-Verse movies. To follow along, technically, you can use any software. I'm going to be using Maya, and all you'll need is a character rig ready to animate. All right, let's get to work. 2. Animating on 2s: Here we are inside of Maya, we've got our character ready, and again, you could be using any character. I'm using something from Mixamo with a rig from mGear. But if you've got another rig that you've downloaded, it's going to work as well. Now what we're going to do is we're going to block out a run animation using a workflow where we go straight ahead on twos. What that means is we're going to block out every two frames, which works really well for something like a walk or run cycle because you're doing specific poses based on what we know about walks or runs. Cycles are a little bit more straightforward like this. They're still difficult, but they have a system that you can follow, which makes them a little bit easier to stick with the process. They work really well for this on twos mentality because those poses typically line up approximately every two frames or so, and you don't have to do them straight ahead or in order, but it's up to you. Now I've got the character in T-pose here, and I have a camera. This is my camera view over here on the left, so I know what I'm posing to. For the first pose, I want to do something, you could stick with the classic example, and go with a contact frame. I'm going to do, for the run cycle, a push pose. What that's going to look like is I want to lean my character forward a little bit. I want to get whichever leg I want to be in the back, we will start with the back leg, and I'll put that back here. I'm going to bring it in a little bit. Don't forget to rotate your camera, look from all angles. Don't leave everything at default. I'm going to go ahead and use whatever foot roll control I have access to. This rig doesn't have a fancy one. Usually, it's in the foot, something called foot roll over here on the right side. But I want to get the impression that the character is pushing off of the ground and about to leap into the air because running has a lot of jumping-like actions. I want to also make sure that the torso feels like we're leaning forward. Just a little bit, maybe something like that. I'll go ahead and grab my head control and make sure our character is looking forward, not staring at their feet. I'm also going to adjust the knees. I'm going to bring these little pull vectors forward so that they don't go backward and chicken leg. We don't want that. Keep them nice and forward. From here, I'm going to remember that the shoulders have to be posed out. This rig, the shoulders are hidden inside the geometry, and I want to make sure that the opposite arms match the opposite legs. If the right leg is back, that means that the right arm is forwards. Or if you want to think about it this way, if the left leg is forwards, the right arm is forwards. However you choose to think about it, that is totally fine. The only thing that matters is that we do it. This rig, my alignments are way off, so hopefully your orb here doesn't look as weird as mine. You can see that I'm moving this in between axes. This is not a great rig, but I'm doing it with a bad rig on purpose to show you that you don't need to worry too much about the asset that you're using. Yours is definitely going to work a lot smoother than mine. Your graph editor will be much easier to manage. I'd recommend, in your case, use individual axes to move this around. For me, I'm going rogue. But I'm going to go ahead and bring the character's arm forwards a little bit, like that. Again, I'm posing on the right, but I'm looking on the left to make sure that this feels correct. That it looks good from the angle that the camera's going to be seeing. Drop this arm down. Make sure I bend it. Don't want it to be super straight and awkward. There we go. I don't have to be super perfect for this, I can always come back later. But when I do any kind of a cycle, the first thing I want to do once I get this feeling the way I want, that's not too bad. One last thing I'm going to tweak is I'm going to lean this forward a little bit. I want the character to feel like it's a forward lean, there we go. Keep that head forward. That's good enough for the moment. When I'm doing a cycle, what I want to make sure I do is the first frame and the last frame should always match each other. In this particular case, I have chosen to make a 19-frame cycle. Why 19? No particular reason. You don't have to pick any certain number, but I would recommend if you're starting from Frame 1, end on an odd number, because if I go from one to 19, that means I have a middle frame at 10. I could pick 1-17. I can pick 1-13, 1-21, it doesn't matter. But I do want to have a middle frame one way or another because it'll keep the run symmetrical, and it'll make it that much easier for me to set my key frames. I'll go ahead and key all my controls. Go right to Frame 1. In fact, I'll use the graph editor. Let's see, what are you? You're not sure what that is. If I go to View, Curve Name, Active Only, I can see what it is. It's the global. Interesting. I wonder why it's there. I'll go ahead and let that be. I'm going to deselect these bottom controls because that's what that was pulling from. I don't need to look at that. My main controls that I'm animating, I've set a key on everything. I can see all those key frames sitting here. I'm going to copy them all. If I could do it down here, too, right click, Copy, Frame 19, right click, Paste. Just like that, I now have the same thing on frames one and 19. We're in good shape. I posed my first key frame, and I have my pose ready to go. I'm going to jump two frames later, set a full key on everything, and I'm going to keep posing and keep adjusting from here. But that's, so far, the idea of animating on twos. 3. Posing and Adjusting: [MUSIC] Now, in the interest of your time, for frame 10, what I want to do is I want to flip it. I want to mirror the pose. Now, there are a couple ways I could do this. I could just set a key on everything, and I could just eyeball it. If the right foot is back or the left foot is forward, I could just sit here, and pose them and reverse it, and that would work. I could also be really scientific about it and try to get the math exactly right, copy these values, paste them into a notepad, and then, paste them to the opposite feet or something. That's a lot of work. I used to do that when I was a student, it doesn't really matter. But if you wanted to be perfect and you want it to be fast, are great tools and scripts for Maya specifically. One is called animBot and that's actually what I have loaded down here at the bottom is this little colorful collection. This is not in Maya by default, but it makes for a great demo because I can grab all these little controls and select these ones that I don't really care about. I'll just click on this mirror button. Right for it, and it should boop right there. It's good little tool tips. As this little window goes away, you can see that it actually flipped my pose and did a perfect mirror. Now, again, that's not something that you just have when you install Maya, but the only reason I'm using it is just to show you that this is one of the benefits of using Maya. You have these great scripts that you can download. AnimBot isn't free, but it's not very expensive. I would recommend it, but you don't have to use it. You can absolutely just manually pose it. But because I did that really quickly, I can forward and show you more things. Now, that is a great bass right off the bat. What I want to do working in twos, I am not ever going to just hit play because if I hit play, it'll smoothly interpolate, and I don't want that. Instead, what I'm going to do is move two frames forward from my original pose, and this time, I'm just going to quickly block out a couple of poses. The second pose that I want to do is what I'm going to call the spread pose. The characters up in the air, and I'm just going to do this really rough. The first pose is important to have working well. After that, I want to make all these poses good eventually, but they don't have to start off amazing. I'm just going to come in here, set a few of these keys, and I'm just doing what's called a treadmill run right now, meaning the character is not actually going anywhere. They are floating in place. They are running in this exact same spot, and I'll figure out how to move them forward in space later. Even though my character is actually moving forward, I don't want that to happen. I want my translate Z to stay exactly the same, keep it on a treadmill. You can see that I'm actually having the character move forward and back, I don't really want that either. It's where they're just copy paste. That happened because of the mirroring. I had a value of whatever this number is, and it flipped it for the mirroring. I'm sorry, that's the feet. I don't want the feet, I want the body. There we go. Body control trans. There we go, that's what I want. Keep that from scribe. I'm pretty much just doing the up and down of the body. Go like that. You have to imagine that the character has just jumped off the floor. We went from here, the character is floating through the air. I'll go ahead and swing the arms a little bit. I won't spend too much time on the arms because they are a little bit hard to figure out right off the bat. I'll just set a couple of keys. But most importantly, I'm just going to make sure I grab everything except for these, don't care about those. That's just with my rig in particular, I have all these extra controls. I'm just going to key everything. Make sure I set a full key on the whole character. Two frames later, set a full key on everything again. This time, the character has been airborne for a little bit, they are now working down a little bit. They're falling towards the floor. They haven't quite hit the ground, but they're about to. I'm going to have this foot come down and get ready to strike. This foot is still moving up through the air like that. That's a little bit similar to what I just had, so I might go back and lower this a little bit, because if we just pushed off, so now the difference is you can see the screen right foot drops, the screen left foot pulls up into the air a little bit. That arms starting to look a little funky. I'm going to just drop it down a little bit, pull it back. Or I actually mind it forward. I just don't want it to be sticking out all this way, and pull it back a little there, too like that. I'm looking at the silhouette over here on the left, making sure it still looks nice, if I were to lose all the lighting. I want to make sure that I'm keeping the shoulders in mind. I do have keys on them, but I want to make sure that if I've got this arm extended, those shoulders are pushing in those same directions. Here, I think the shoulder could come forward a bit, then I'll compensate by countering this shoulder. There are ring settings that would keep me from having to counter animate, but I'm not using them right now, just to show you the sort of the brute force method of, we have a pose, we have a pose, we have another pose, we're getting ready to fall down. Now one more, I'll do my down pose. You can see I can work really loose because I'm going to come back later and make this better, key the whole character. Let's rough out, let's see grab my, let's see this bend control, grab the foot control, zero out all of my rotations and translate Y, put it on the floor. Because it's my down position, the character's weight is going to be fully on this foot, which means that this foot needs to be fully supporting the character underneath them, or maybe slightly in front. I want to make sure that when they go push, all this weight crushes that foot a little bit. I need to make sure that it looks like the foot is holding all of the weight. Now, if I put it directly under his hips, he still has a lot of weight in his torso in his head. He might fall forward, but I can't have it so far forward that it feels like he's not actually stable. He'll fall backwards. We got to pick somewhere that feels balanced. To me, that feels pretty decent. Feels like he's nicely balanced. I want to make sure that it's also balance here. His hips should move sideways. Now, I haven't really showed you that, but as he's jumping through the air, he may have started over this leg a little bit. He's up in the air, and now right here, he's over that foot, maybe there. If I look at that translate X, you can see that I haven't done anything with these two keyframes. I can get rid of them, but I do want to keep them keyed, and that's where tweeners come in. Blender has one by default, Maya has scripts for it, so you'll need to download something. But if you don't have animBot, you can download A tools or tween machine. There's plenty of free scripts that'll do this. But I can basically use this little slider to say on one end of the slider, I'm copying the right frame, on the left, I'm copying the left frame. In this case, I actually don't need either of them, but if I did need something specific, the tweener is very helpful. Here, I'll just say whatever you've got. That's fine, I'll just add keys to it. You can use the tweener or you can just manually set key frames and move them yourself with the mouse button. I covered how to use the graph editor in my Maya class here on skillshare, as well. Check that out if you haven't seen it yet. But that right there gives us our down position, which I will go ahead and bring this front or this back foot forward a little bit, maybe like that. I will at this point, make sure that this arm is starting to swing backwards, something like this, and this front or this back arm is now coming towards the front. I'll push that forward here. They're both getting ready to cross over each other, they're in the middle. Technically, this left arm should still be a little bit more forward because this right foot is a little bit more or vice versa. The left foot is more forward, so the left arm should be a little bit back. I'll start to transition those a little bit. Now I'll go two more frames, and you'll notice that I'm coming right up against this other frame. It's not a big deal. It's not a problem that I have only one more frame till this other one, just because of the number of frames I chose for this shot, that's how the mass shapes out. I'm going to go two more frames, and all my controls, minus, you guys. Make sure I have a key on this. Set a full key here. Now, I've done my down position. Now I'm going to do my passing. I've got my push, what we call the jump or the spread pose, the kick pose as this front foot kicks out to contact. It's not quite the contact pose, the contact pose is technically missing. It's the one we haven't keyed yet. I mean the down pose. Then this is going to be my passing pose or my passing up pose. It depends. Run cycles don't have exactly the same rules as a walk cycle does. For this passing position, the last thing I need to do is just get the arms a little bit more forward so that they feel like they're getting ready to sync back up to where they need to be in next thing. Now, what's nice about having the graph editor open is, I can see where I need to be on frame 10, and you can see I've overshot. Like this has gone beyond where it was supposed to go. I can either pose it manually or I can just say, you know what, these three, just make sure that they're between A and B, basically. This one has overshot. I'll just bring it back to there. This one, it's almost there. I definitely don't want it to be right in the middle because I'm not timing wise in the middle of these two keys. That's what this tween machine is for as well, just saying middle is, slightly to the right and there you go. But either way, having the graph editor helps me to like this, I'm overshot again, so I'm just going to back those up and say shoot. Go back these up and say, no, don't overshoot. Come somewhere over here and here we go. Now what I've got is a collection of poses that if I hit, go like this, it should start to feel like a run cycle. Now, I could keep going and keep posing, but a little bit of a trick that I can use is, I can actually mirror these poses because I have animBot once again. I would just keep going and posing them, but no time, once again, I'm going to just steal this pose from three. I'm going to put it on 12, and I'm going to flip it. Tell us not to show me that anymore. I'm going to take this post from five. I'm going to middle mouse drag, set a key. I'm going to flip it. Then I think it's seven I need now. Take that to 16 key flip. You can pretty much see it immediately why animBot is such a popular script and why so many people use it. This is one of the big selling points of using Maya in a production. It's the first thing people ask about if you ever say, hey, do you want to use another piece of software to animate, they go? Do you have a replacement for animBot? Because that was a ton of time I just saved. I did the pose for one set of steps, and now I have it for the rest. Now, if I were to just step through, it works. Now I'm going to want to keep messing with it. But at the very least, I can now set the animation to step mode. I can move the grafter away, and I can hit play. Now it's a little bouncy and it's a little flay. We don't have a lot of the weight just yet, but we have the beginnings of a run cycle. Now, if I were to continue to pose and adjust and just refine my poses in the interest of time, I'm just going to do that really quickly, I'm going to show you what that should look like. After a little bit of time here, these are my final poses. This is my push jump pose, and you can see it's 18 me, up to 19. You see that one and 19 exact match. Then this is my jump pose. Not too much of a difference. Five is we're getting ready to hit the ground. Seven is I've actually hit the ground, we're in our down position. I've controlled the arms and legs a little bit more, so they're not quite as flay. They don't shoot out quite as much. Then nine, we have this passing position as the right knee or the one towards the camera. Pulls up and gets ready to start a momentum to do this jump once again. Now when I hit play, we have our full run animation on twos. What's nice about working in this way is at least for me, working on two's makes me feel like I don't have to be such a perfectionist because I know there's holes in it. I know there's things I'm going to deal with later, and I can just say, you know what, it's fine. When I'm not doing this workflow, I have a tendency to hyper fixate on certain parts of the animation and try to polish them and make them really good. Here, it's still working really well. I can see my shot, I can see if it's coming together, and it has this cool stylization the way I can play it. But I don't have to worry about every little detail just yet. What we need to do next is take it to ones. 4. Animating on 1s: Filling Gaps: [MUSIC] We have a run animation on twos, ready to take it to the next step. Now, if we were animating for something like Spider-Verse, we could just leave it here. We could just say, it's on twos and make these poses just really dynamic. But assuming we want to get it to very smooth animation, we've got to fill in these holes. To do that, I'm going to show you one particular transition. I'm going to go 5-7. This is a really good one to do because I skipped the contact frame, which is a pretty classic walk cycle pose. Here we're up in the air. Here we're down on the ground, so let's go ahead and do something about this middle zone. What I can do when I'm happy with this animation is I can take all my curves. I'll hit "Auto tangent", and that will smoothly interpolate now so that we have smooth animation. If I just hit "Play", it still has the overall idea of our run because we had keys pretty consistently, it's not going to change that drastically. But what I do need to do is deal with the stuff that we missed. So 5-7, we have a contact frame that needs some work. Now, because a run is a pretty high impact activity, there's a lot of weight going around, I don't want to do what I might do in a walk cycle where I have this contact frame with the heel facing up. I want that foot down. I can use the stuff that I've already keyed to my advantage. If I go in here and grab the foot, I can just copy the rotation values from Frame 7 just like that. Now I'm going to make sure I smooth this out because I haven't done anything specific yet. I'm going to make sure my Translate Y is down on the ground. Bam. We're just copy pasting those speed things up. But I'll have the foot in the air, and then the foot hits the ground, and then he is able to do other things. From here, it's a matter of working with the splines and refining and adjusting because I might not want the up and down to have this exact moment or to have this exact position in space. I might want to adjust the stuff that I did on twos just so I can get the interpolation to feel a certain way. It's entirely up to you what you want to do. But a lot of this stuff is going to feel pretty close to what we want to keep. I can tweak things as much as I want. I don't have to be beholden to any particular thing that I had done up to this point, but really what I'm looking for is anything that feels off from these missing frames that I hadn't done anything on. I'm going to look for the feet and the contacts first. I'm going to look at the hips next because they're the biggest actions. I'm going to check my rotations and make sure that there's nothing funky going on. Or especially things like this where there's just tangent handles pointing in awkward directions. I'm just going to make sure that that is not the case. Keep things smooth by default. If I need to make them less smooth, that's fine. There's nothing wrong with what we call a little dirt in the curves. You don't have to have perfect curves for everything you do in 3D. Sometimes things get a little bit flat, and that's okay. You're mostly looking at what you're doing with your poses and how it feels and you're making adjustments based on those decisions. I'll jump ahead to 15, which is the inverse of whatever I was just doing on the other foot, take my foot control, go to my rotation values, copy paste here, smooth those out. Grab my Translate Y, paste it onto zero so it's actually on the ground, and there we go. Now that foot plants nicely. The rest of this process is going to be a lot more of just filling in those gaps and overall just looking at the animation, watching it. Hopefully you have some reference or you can find some reference to compare it to to see if there's anything important in the run that we've missed. But at this point, we want to just preserve what interesting timing and spacing we captured on twos and just add more detail to make sure that nothing feels false or feels like it's missing with all this detail. But overall, it should feel pretty close to done, and that's the workflow, and that's how to create a run cycle in hopefully record time. [MUSIC] 5. Session Completed: [MUSIC] Thanks for coming to this study session where we covered a run cycle in a new workflow working on two's inside of Maya. Hopefully you enjoyed it. Definitely share what have you created in the project gallery down below. I'd love to see it, and I'll see you in the next class. [MUSIC]