Video Games Course - Animating An In Game Jump | Opi Chaggar | Skillshare
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Video Games Course - Animating An In Game Jump

teacher avatar Opi Chaggar, Senior Animator + YouTuber

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 To The Jump

      0:56

    • 2.

      Blocking Part 1

      13:01

    • 3.

      Blocking Part 2

      14:01

    • 4.

      Splining Part 1

      12:42

    • 5.

      Splining Part 2

      11:02

    • 6.

      Splining Part 3

      11:16

    • 7.

      Polishing Part 1

      12:42

    • 8.

      Polishing Part 2

      12:20

    • 9.

      Conclusion

      2:24

    • 10.

      Maya Animation Mastery

      2:33

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About This Class

In this class we will cover how to animate an in game jump. The course will cover the following areas:

  1. Introduction to the jump
  2. First pass blocking the jump
  3. Second pass Splining
  4. Polishing the jump
  5. Conclusion

 

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:


- Ninja Theory (UK)
- EA (UK)
- High Moon Studios (San Diego, California)
- Trion Worlds (San Diego, California)
- Sony Computer Entertainment Europe (UK)
- Warner Bros (Tt Games) (UK)
- Genjoy (A Scopely Studio) Seville, Spain/Culvar City, California)
- LavaLabs (UK)
- NaturalMotion (Zynga, Take2)

My Mentors:

- Jason Schiefer - Weta Digital/PDI Dreamworks
- Steve ... See full profile

Level: All Levels

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Transcripts

1. Introduction To The Jump: Okay guys, Welcome back to open Mason for another course in this video game series. And in this lesson we're gonna be talking about, should I say this class, we will be talking about how to do an in-game animation jump. Now we're gonna be doing a lot of light. Quick anticipation is jumping up, holding certain dynamic poses. We have a great RIG we're working with go COO, up, support these independent artists. You know, you can go, I'll put a link in the description of the project and you can download the rig or you can use anything you like. Like I said, the principles are the same. We can use any rate we want wherever you're comfortable with. I just thought we'd do something different and keep it very dynamic. In this particular case that we're going have a lot of fun with this class. So without further ado, let's dive in and let's start animating this jump. 2. Blocking Part 1: The first pass is going to be blocking, but not in the other way that we did blocking. This is just gonna be, we're going to try something differently. So we're gonna pose every one frame. First pose second post vessel, then we'll stretch it out. Then we'll start playing with the timing and the next stages. Okay, So let's dive in and let's start blocking these posters up. All right guys, so this is the model we're gonna be using. Go COO, classic. And I just looked at some reference. So I was thinking, I've picked up some reference. And this is the two poses that I think what I've done, I've just done the first pose, idle pose. And then the apex, when it goes up in the air, will do it as this one. Because I think it'd be a good contrast because we've got this going. We've got these hips that way and this the opposing way. So it'd be a nice little contrast. And then when he lands in land in this way and they hop land the opposite way to this, but they'll hop back into this pose. Okay, so what we'll do first, we'll get the poses in. So there's different modes or do I even do pose to pose. But what I'll do is I'm going to do it on every frame and then stretch it out and play with the timing. But this is just, this is just a posing. So as you can see the posing and make sure all the fingers oppose nicely, they're coming up. And I want it to follow this nice line here. And also we want to get a nice line coming through like this. And then this way, just like a little dynamic pose, right? So here is kind of coming down. And that's what I was trying to get with this. Officer conduct could go to doubt on a break the back. I couldn't lean forward a bit more, but that's the kind of poems I was going for. All right, So always good to have a reference. Reference is important. Okay, so we've got that all the pose down so you could just play around. The rig is very simple. You can play around with the rig. Might just push it back there actually. That's all fine. Just make sure the characters imbalance. You're trying to do. Good silhouette as well. They didn't want dynamic there, isn't it? Nice the knee controls, you can just bring that in a bit if you want to. Be just slightly forward. Okay? Okay. So first thing we'll do, just take your eye normally take my time with deposing, get it right. Seems fine. Okay. So that's like a very dynamic key that in the next frame, because the legs are quite apart. So the next frame, actually, what we'll do, we need to anticipation, right? So it needs to come down. So we need to come down. Some slight rotation. It's slightly rotation. Upper area to paint around with the controls there. Sorry about that. Moved this kinda in. The energy is building up. So we're moving the arms slightly in, even the shoulders, moving to bring the head down slightly. So there's a bit of that anticipation right? Now what we wanna do is select a revered tier, move this frame, this out here a bit. I just want to see which frame own favorite discipline, number four. So I just put a key there, put that back. Oops, put that back to that one and bring that back. So we've got that kind of anticipation that all the textures are messed up. So I'll just go to. I proceed in how precisely you can just come in as his textured three. Let's check out texture three. Should be alright. Yes, combat. Okay, so we've got direct. Okay, so we've got that pose there. Then the next period, because the legs are far apart. We're going to bring this up. Is zero this out, all these out. Okay, So what we'll do, this one, make you do it so disliked comes up, leg is up. Zero these translations to so we're working cleanly. You can kind of do a little arch. The back. Bring this zero, the head is zero, the shoulders out. Even the arms. The shoulders back because we want that we wanted to force it jumped right back. Yeah. Can lead dust finger pose like that. It's cool. Going up. To select everything there. Rotate down. Next pose will be the apex. I'll just find that pose. We're gonna be doing this one. Let's check that out. So what we'll do, we'll take the product is foot control. Then there's gonna be a rotation, right? So we're going to do like force rotational that this down out. This is like proper, proper bent waste coming out this rotation because it's really trying to fire out from the neck to neck, straighten that up in the face. We want to bring it down to the side. Like concentrating, shooting. And then the shoulder, we can bring in a bit around here. Flexing this, bring it in and I'll bring this up a bit. 3. Blocking Part 2: And then up K. Make a bit more strongly. Bring that out a bit. And kind of like a powerful, powerful pose, but move their hand in a bit. Now that seems a bit straighter they got that day. But we want to do we want to bring it in? Happy with that? I'm going to bring it in a bit closer. Yeah, that's better. Okay. Now first thing I'll do is save key that. Then what I wanna do, I want to hold that, so I'll just bring this out a bit. So I'll be like, alright, what free, what should we do? Hold it from here. And it comes up here. Number eight, key number eight. Move that, move that back. Terrible at 0. And then up. Then what we're gonna do is then it's going to come down, but this foot is going to come down. Come down first. As you're coming down. Land this one first, forward. Zero dot out. This can be in the air a bit. Just about coming down. Delay. Then we can raise these. And the owns you can just raise him as he's coming. He could have been a heavy load that to the heel lands. That sports are really bad. Get there. Then this is on the floor. 00 that out. Let's pose right out. This house who's crouching this? You can copy it to number seven, so we know, alright. Does with the foods can aligned, then maybe you could just have it come up. Notice it gone, is there a stretch here? There is a stress that's put that to one. Let's go to stretch. And let's delete the key is before because we key on everything. So we can do like a stretch, but we can break the rules a bit. Why not? Because it's gonna be quick way. Let's see how this is. Lands. Landed. Band comes down. These in a bit. Two very key that band down takes it. We can show the disc in the center of gravity working first is spine compresses. Bit more. Phase comes down the arm slightly just taking the impact. Right, and then up, then it jumps up. Turns, turns, and these both feet in the air. We want them the opposite way, right? So we've got both feet in the air and then the torso starting to move. And what we do, we just copy last pose. Then we move that out and have a look. Let's say around 13 or 14 h 13 year. Just through just got a blocking we can work with comes down and then up. Even this up. Could even be a little holiday. Number 13 moved out the middle clip. And then we could even delay that middle click Copy to ten. So it is a bit of a delay. But that's the main the main kind of pose that we have. Poses we have, yeah. So that's the blocking. So this is what we'll be working with. We want it, we want it to go up. Anticipation holds and then down. And then that stretch will be flush it all out. So it looks nice. We'll add the breakdowns and this is a key poses are putting in. The next video we will start spreading it out and then adding keyframes, working with timing, adding breakdown, starting working with the timing to get it looking good. I know that secondary stuff and obviously polishing the hair will do that personally way later on. I guess this is the posing out the way. And then we'll start breaking it down. I'll see you in the next video. 4. Splining Part 1: Got the blocking and now it's time to hone in on spline and start playing around with the timing and try and get a nice feel of the jump. Also, the mechanics of the character. Let's get that working right without further ado, let's dive straight into that. Okay guys, let's start. We'll do, now that we call the poses in. Now we'll do is we'll stretch everything out. Let's move this to 60 frames. Alright, now, we're going to start working with the timing. So it was stretched this all out to save 40, right-clicking the snap so that all the keys snap to the nearest. Okay. Now we want, we want to hold this anticipation a bit more. So let's move this forward a bit. Maybe that's a bit too long. Then go back. And we're just playing around with the timing. Delete that key. We don't really need that. Actually we will do. We do need that overdoing. Come in. Frame six key there. Move that back. Yes, deliberate slowness. We're going to have to cheat that because the feet are wide apart. Just going to have to click in this propel up. And then as it comes up, this whole, I'm going to hold it a bit longer. This one as well. Comes down a bit quicker there. Make the land in a bit more impactful. Yeah, that's better. Compression there. Compression. And then up won't be up for too long because it's quite agile. Got little timing there. Just a little Instant Pot jumping up. That looks cool. Okay. Trying to get the feel of it. So what we'll do at the end here is if we just move this forward of it, then I don't know, maybe 43 key there, bring that back. And what we'll do is we'll get the feet. Just copy that to that frame. So it's planted. Then we can just put a little cushion in here just to see up a bit. Yeah, it comes up and then he learns. We look in the graph editor groups. You can ignore. This basically is the whole India. We could kind of bring this up a bit to have it holding a bit more. There is a bit more movement. Yeah. So we've got the timing right. Contingent bit more. And what we'll do is to identify some breakdowns in-between. So we've got the timing right. That's cool. I want to save that. Okay guys. So just go and carry on and polishing this. What we'll do. Let's check out the head. Excuse me. Let's go straight ahead. Straight ahead, check out the head. Alright, so what I'll do, I'll keep this cool head pose. And what we'll do, we'll just copy that 18 to 30. Just delete this. As is winding down, hidden looking down as we're winding down, kind of still looking up, winding down. Let me get here. Straighten it a bit. I think this has to do with the neck. Check out the neck. Alright, so delete the net mutations. You see that sudden jerk. Try and copy that frame 12 to just copy that to ten. Because we want to not be a sudden. Delete that frame is here. So here's a few things happening here. This is rotating. Bottom one. Check that out. We can go to 11 and move that to nine. Copy I know and see how that, if that feels better, way better. Now we can go, whoops, just moved ahead bit more. So it's not as delete this. Let's delete this. Uranus have his head turned. Bear is coming into that pose. Just want to check the neck because something's going on. Actually, I deleted that chest key. Is holding. Yeah, it's better. If you just by deleting some keys. You can make a difference. Sometimes you have to delete some poses, some keys to make it work. Now it's just a matter of, okay, Let's just bring it in a bit ludus and see if we can hold that head. As it's coming down. We can start dragging it and even if you want, you could stretch the neck. I know it's a bit stretchy and then you can come down not that cushion. And still is coming down cushion. Then we can delete all these and we can be like, alright, it's coming down. Then it comes up town. Maybe we could have him looking up here slightly louder. Copy that to the start. N for a magazine. To recall a little bit of a cushion. Because land, and then there's a little cushion in the head. Even here, we could just slightly push it down. Just to cheer bit. Maybe offset it one more. See how that feels. You know what? I think the rotation down here is a bit too much. Now. 5. Splining Part 2: Come here, check the list, check the chest. Belt. Alright, it comes up, chest comes up, move down a bit and then have that too. If we look here, we could overshoot. Overshoot in these curves. We'll have them soften in. Shooting these curves slightly. Or if you don't like that, you could just middle click here so it's softens. The dentist too abrupt. You see, if you come in, bring that back. Good day. We come in and then it goes down a little bit. So let's take the translator here. The control's got to translate on it. Don't be afraid to use it. The only thing I'm thinking about as the end cushion. So maybe for productive 50. Just to soften. Yeah. Even the head now, now that we've softened it a bit, bring that down, maybe leave it, delay a bit more. So we're just breaking things up. Okay? Now what we'll do, we'll get the wrist. Same thing will come in a chip the curves up. So let's go into side. Alright. Okay. Check out the curls like this. All right. The curves for the hair. Find it. Then. If we look here, we can do is translate this forward slightly. Trying to get this curve so it's a bit more. Sometimes you get a cheap, you get a curve coming up this. So we've got a curve coming from there. We could rotate this inward slightly. Next pose. How we're getting that nice curve here, feeling a bit better. So let's go back and check at the end. So this arc is working on the top and the side. Nice. Yeah, we could raise the shoulder a bit, see if that would help. Raise the arms lightly. That will help a lot. So if we raise the arm a bag, since that will help. Yeah. You got a nice solid desk. Check it out. Now, what you can do with this arc, we check out this animation. That arm flows back quite nice, and then it floats in my local bit floaty there. But I think it holds pretty nice. I think the wrist could, instead of going, what we could do is delete this. And we can gum. Say here for E7, middle click that to 40 and just have it gradually hold. You see? Now what you can do is like e.g. as it comes down here, you can do like a quick stretch in the fingers like this, just to add that little bit that wouldn't be there. You might not see it, but you will feel it doesn't have to be older fingers. Just like even this tongue. To stretch it. We then break it if you want. More, back. Okay. Now, let's see how that looks. Yeah, you don't really see it, but you can kind of, you know what, You could even get it in here. Let's try to say if we come here and say if we move this up and this one and this one, pushing, pushing, pushing, pushing opposes me, push them more than you want. Because you can always push them back. Right. So you've got that stretch, they're kinda loosens up or we could even do it there. So even here, e.g. here, we could make this one even longer. Stretch. These funds are certainly see, don't necessarily see it, but you can kinda feel it, right? So we go here. Come here. You could even be more extreme and just push this back. Break this finger, like proper. Break this. Notice how I'm just keeping that are going on here. That's what you want to do. You just want to keep the outgoing. The other ones. You don't have to do as much as you could. You kind of feel it. You can kind of feel it right there. Let's check this out. If we come here. Cheers, pull this one out a bit more. Let's see how that feels. Good. That doesn't feel as good. You see, sort of undo that. What we can do here is now if we've got these fingers, the other thing we can do is. 6. Splining Part 3: You can grab all these fingers here. And we can be like, alright, I'm going to rotate all of them like this. So there's a bit of a wave is still kind of catching up. We'll just rotate them all. A little bit of a movement. So you feeling that we come here? We could be like, Okay, let's bring this out a bit out of it. Bring that out of it. We can do with his fingers, start rotating them. The way the shape of this armies. So it's following a nice line. So all of this is for a nice line. We can just continue. This is tough. You'll just feel not necessarily see it, but you would just feel if we did something like that. And you see you can just feel the hand. Then what you can do, you can start cleaning up the poses a bit. It can come in here and start rotating. The last one here, rotating. It's quite elegant. Then if you want to go further, you can start offsetting. So e.g. I. Could get free of these controls. And then from here I could be one, then kept these free and be like 12, and then the last three would be 123. Then what we can do is you get it all into cycle, it ends will match. Then you will get this kind of cushion there, right? So it looks a bit natural. Just looks slightly naturally. Then you've got the arc which follows the hand, which is what you're trying to get. Yeah, you're just trying to. And then the same thing you can start doing. I'll just save this just to kinda wanna lose this. But same thing again with the other arm. The other arm is fine like everything's working right? So we'll just quickly you, we could quickly just basically do the same thing. Come here, get all of these rotations. We can just follow the flow like this. You can see we're just following the flow. Again. The fingers, I just like anemone communist stops, then the flow still continues. And it is continue. That same thing you can do. Let's see. We couldn't bring this finger down a bit. Just nitpicking. The same thing we can do with the thumb. So let's do that as well. So we'll get the thumb already. What we should've done. Let's select all of these. Let's select the second one because we've done the first. Select these, all these second controls. Then let's just pick one of these and see where the keys are. Their key there, cubic. So then we just de-select this because we know those those ones are the key. So let's check this out. Solicits also rotate. Rotate these. You get there. Middle or kinescope today and middle click that to one so the parameters are the same. That poses and the same. So we'll just middle click the end one to start. Okay, so we've got those going. May as well do the thumb is all going to widen, do with it. So let's select the finger. One of the finger joints can see the key, the key there. Let's kill these keys. Then we can go back here and be like just enough movement. Now, all you're doing now is offsetting. So you just basically one selecting that 12123. Then if you want to go further, you can get the second controllers here. Will come in the graph editor. She wrote a second controllers. And you can be right, and then move those 11 frame. Select all of these. And from, say, from here you want to move them to. So if we look now, should be a bit more organic. Now that turned might be too much. Or you can just undo that rotation. So if you think that's too much, that's fine. Or you can just rotate the hand a bit. That's if you want to make it really exaggerate and move it. Most fingers. Jessica, stylizing is different. But you don't have to do it like that. But if you don't want to just come in here, we know, we know it's the y's, right? So we're just going to Y or Control Y, Y, Y. And then we can just come in here, press are going the middle of the gravity and just tone it down. And it'll start toning it down. When you turn it down, you got to turn the other fingers down. So we can see here. So we'll get the middle ones. And then we'll go to the wise. Why, why? And then we'll just turn this down again. Tone it down a lot if you want if you don't want to make it too obvious that like you said, we pushed the it's good to push because you don't know. You can you can tell him down. Yeah. You can tone it down. That's better. You see? That's a bit more. It's not as way to the end one the hands at the end is cool. So they both feel like they haven't got as much bounce bounce up, right. So you've got that happening. We save that. And then we'll move on to the hair. In the next one, we'll just add that little bit of more secondary action just to make it more believable. Then we call it a day. Then that's a jump done in game jams. 7. Polishing Part 1: Well done guys, you've made it this far. Now it's time to bring the animation up a notch. We're going to start polishing and really have fun with this animation. You've got it all solid, you've got the mechanics working. So let's start diving in and working on the fingers and let's start honing in on the arcs. And then eventually the hair will start working on that and then polish it right at the end and have a finished piece. Right guys, let's dive in. Alright guys, so now what we're gonna do, let's just stop polishing the best to here. And the feet. Just thinking about the feet, they look a bit the Okay button, they could snap down a bit more. So if we look at an animation, they feel alright. I just feel like we can add a little bit more detail. One land, one line before the other. Just, if we go back up here to the edible curve, Let's check it out. My middle click copy that key to the previous. This will make it stretch a bit though. And just lifted. Maybe move this last frame back a bit, a bit more of a snap trajectory. Here. We look at this trajectory, lands up. I could move this a bit. So there's a curve like, so we can create that nice curve there. This is where you'll notice, Look, you're going frame-by-frame. You've got you've got keys on each frame, but it's still moving organically, right? So Kiki got a nice curve there. Maybe here, you might want to locking out, bring it back and up. Creating that nice arc. Nother thing I'll do is if I select this, go to stretch, put that to one. And then what you do when you go to the graph editor, go to stretch and that values will update. You want to delete all the other value because we want it to always be in stretch. Because then even this one, let's check out this stretch. This is always in stretch. Is that one stretches one year? Yeah, that's cool. So that's what really stretch. So we're just polishing. Here. As you can see here, it looks a bit twinned. So what we'll do, we'll just delete this quite edible. Select the other foot. Editable motion trail. And I might just go back, back, back, back. We might just keep this a bit low, low, just a bit low. And so just so that it's a bit different there. Then the knee area, we can always bring that in a bit. The pose is looking a bit rude, nice in line. Just cleaning up the poses here. That's fine. The knees are fine there. Slightly out. And then when you land, you can add a little. Let's just delete this because there are delays. So when it lands up. And then what we'll do actually know what do you see that moving there. So we've got to the n Fifi copy that today. And it will just us what we want, what we want. This we want the Coase theorem. Toe, toe up. Yeah, see we can do all this stuff later. Ball up, mad. Okay. Other thing we can do is if we undo all this, select ball up. He'll boom, yeah, heel ball would be better. Instead of moving to control. Come here. Just move the heel up and then have that zero. It's better to use that controller and the moon. Because when you use the main one and you rotate, the foot goes underneath, you see? So if we keep the main one for translations and sideways, guess, you could use this for all these controls for the other bits of the foot. I have a habit of not doing that, but I guess it's good to start doing it now, isn't it? So as that comes down, we know that the toe will be delayed as well. So that comes down. Then if we keep this toe at, the toe comes down, we're just creating that extra detail. The details, what separates the animate is good animate is to really, really good or great animated. Concentrate on the details that feels good. When the foot land routes here, we could even turn this, reckon we could turn it just a bit aligned at the moment. So we can go frame-by-frame to see the arc assist, check out the arc of the foot. We want it to gradually turns out isn't broken. When it lands there. We can have a quick knee. But Kosovo, I just moved it down. Then I go back to the frame before copy that to 40. Then it goes back up and then comes back down. So there's a little bit of impact there. And you know what X, we can even turn that down. So if we come up here. So yeah, we can just count down a bit and then back up. See what that will look. There. We can just bring that backup so it's not too abrupt. Then we can just kind of stretch this. Let's see how much this is on two friends. Yeah, it's a bit better. We can do the same for the other one. So when this foot lands, Let's check out the let's check out the foot first. So as the foot comes back, Let's check the Orca in the front. Okay, that's fine. Then it lands lands like the show we can do. Again. Lands the heel up with too much and now we put it down, delayed. And then here we have TO up. And that goes down next to as delayed. So let's check out the two. That's fine. Ball and toe. Control. Ball, toe. Alright, so let's see that we want this to come here. Actually we have that little food and move the toe back a bit. Move this back one. Okay, Let's check data. Something don't feel right there. That's not good. Let's delete everything in, but no, we don't want to delete everything in there. We want to choose bowl and toe. Delete that. All right, so the key there. And then maybe we'll, what we'll do, we could rotate that key, that same pose on day nine. Let's go back and rotate that up. But we want it all the way. 8. Polishing Part 2: Choose that. We will go up. I see. So if we delete that, yeah, there was a there was a frame before that was making it better. We can do is first foot lands, then that foot land. Now we can add the toe. So land co-op. And in that land. Okay. Now, that should be a bit more. Yeah. What I'll do here with the timing, I think we can move this back a bit mostly it's quicker. Yeah. Yeah. I think we can copy this delay a bit. This foot copied. Yeah. That one is delayed and then from here we can rotate heel up. I reckon. Didn't have this Tony. See this? I can move this a bit quicker. We're just making it a bit quicker here. And then obviously to make this closer as well, make this have this come out a bit. Display. I don't like delete this. Right now. This is extending, so I don't like this bit. So we can lift this up a bit. Yeah. And then it lands straightening. Undo that. Don't like that. Overdoing it the seed, that's fine. The knee wasn't messing around there. Yeah, that'll do. We're going like now what we'll do, let's start adding. So let's check out the controls on the hair. So what do we have? We have this control, and we have this control. And we have this control, right? So we can do is, if we select all of these, one way we can do it Is that, alright, let's delete everything in-between. We just got the start and end pose, and let's just go straight ahead. Follow it. So we'll go down. Which means the head will go down. To be honest way, we'll have to do it one at a time. We will go if we go down, the head goes down it and then we'll just make it go up. Even here. We don't want to break it though, right? So in any land, naturally the hair is going to come down rotate. We can have it come up, rotate sideways as well. Find the silhouette in the forehead, and then back down. Even move it down slowly. And then backup. You've gotten a little bit of movement. They're just starting to make the character feel a little bit more believable. And we'll do the next one. Same thing. So let's check it out. Comes down, rotate. Rotate the back down. As you comes up. Rotate out. Don't forget to, you can translate to still the force is pushing the hair up. As you learned. Naturally, it's coming down, down, and then back up, rotate, back up, rotate and then settle down. Backup. Right? You're getting that bit of cushion and then we'll go to the last one. This is all I'm doing is a layered approach, right? Hips first, then working up the torso than older fingers and stuff around at the end. Because you want to get the basic mechanics working first. In the animation. Again, down, what's going to happen? It's going to go down, right? Rotate down, down. Look through spiked up there, doesn't it? Up. And I'll just rotate. Let's see, with the controllers, I was at the top of our curve. C is dependent on, has pretty cool. We can, Let's see that. We'll leave it like this. I like that. They will do that. And then it lands. Naturally. It comes down and then back up and then down. And then set. Okay, that's cool. So we've got a little bit of a movement there. Now what we can do now because we've selected everything and we cycle the cycle, cycle, cycle. And then you want to, like we said before, I just want to break this down. Just grab all of these and go 12. And the top one, do that by 41234. And that will break up the animation. It just feels slightly organic feeder. So it's just a bit. And then you can animate it sideways if you want. Which adds a bit more realism. That's how you animate a walk and just polishing it at the end. Then we can do a little play blast. So let's check it out. Let's see a play blast. Yeah, that's fine. Works well, so that's how you do an in-game jump. I'll just check out the eyes. I don't think these textures, I don't think BI is how big's? No, I don't think so. No, we can't add no face bird. That's more or less. Yeah. That's how you animate and jump, right guys. I'll see you in the next video. 9. Conclusion: Okay guys, so you have done in-game jump with dynamic poses and timing. Now, the things to take from this, again, with all the other animations that we do, the hips, the center of gravity, makes sure that it's like the bouncing ball working right? You're getting cushions making sure. All mechanically working right with the legs, the weight shift, and it just feels right. That's the main thing when a guide, when the character steps, weight shift on that leg, then settle. These are the things we're looking for. So once you get all the mechanics right, like an older, older lessons we were taught in this series. When you get the mechanics right and everything else, you can look forward to animate in Africa. So, you know, the character is jumping right in those feeling right, landing really nicely. It feels good. Then you can go into town and have fun with your fingers and start adding the details. And it's very important too. Add that detail in the end because that will bring your animation. If you pay attention to the detail, excellence will follow the hands or fingers, the hair, everything upsetting them, even creating little twitches. All these things will add in a knee locks in the land that we do a little knee rock. All these things will help TO flaps coming down, would you do right at the end? So it's nice to have a solid foundation when you're animating blocking like we did in this jump. Can all of that right? Then at the end, honing in, polishing, bringing it up a notch, the animation which we did, obviously there wasn't no, I control it, but we could add some blinks here. And I hope you enjoyed that lesson. And there will be another series. Be a combat ladle, will do a take care. We'll do a reaction. So there's all these other animation classes coming up, and I look forward to sharing them with you. I'm really enjoying this series is really fun, so I'll catch you in the next class. Until then. Happy animating, have fun animating and keep practicing, practice, practice, keep going over the classes. Keep doing it. You will become better writers, just, there'll become excellent at it. So I'm here in the discussions below. So I'm always around. So leave your projects there. Let's see, Let's give each other feedback. And that's full uplift and improve together. Okay guys, I'll see you next class. 10. Maya Animation Mastery: Hi, everyone. Congratulations. This is just something after the conclusion that I just wanted to put into all my courses. 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. 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 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 Kati 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 Myers Mya 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 Coco 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 splinding, to polished, show real level. It goes through all of that. And also, I talk a lot about networking and how to get jobs and context that I have within the industry that I can ph your work out there so at least it's in the right hands and people can see and at least consider you for applications. F of my students who 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 a giving tutorials as usual. I'll see you later.