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Maya Essentials 5: Animation Tools

Maya Essentials 5: Animation Tools

with George Maestri

 


Animation Tools is a focused course that covers the basics of animating in Autodesk Maya, including setting keyframes, working with animation editors, and automating animation with constraints and simple rigs. Author George Maestri also shows how to create motion trails and ghost objects and construct animation cycles, an alternative way to loop your animation with the Graph Editor and Curves.
Topics include:
  • Understanding the animation interface
  • Animating objects and their attributes
  • Creating, copying, and adjusting keyframes
  • Creating breakdown keys
  • Animating objects along paths
  • Hiding, locking, and limiting channels
  • Fitting skeletons to a mesh
  • Deforming a mesh with the Skin tool
  • Animating a skeleton

show more

author
George Maestri
subject
3D + Animation, Animation, Character Animation
software
Maya 2013
level
Beginner
duration
1h 20m
released
Jun 26, 2012

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Introduction
Welcome
00:04Hi! I'm George Maestri and welcome to Maya Essentials 5: Animation Tools.
00:09In this course, we're first going to start out understanding the basic
00:13animation interface in Maya and then we're going to create and adjust keys.
00:19After that, we're going to play back animations using Playblast,
00:23and then we're also going to look at things like motion paths, motion trails.
00:28After that, we're going to edit some animation using the Graph Editor and
00:32finally, we're going to go over some of the basics of creating a skeleton
00:36to deform a character and then animate that character.
00:40With that, let's go ahead and get started with Maya Essentials 5: Animation Tools.
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Using the exercise files
00:00If you're a lynda.com premium subscriber, you'll get the Exercise Files for download.
00:06If you want to follow along with the Exercise Files, go ahead and take the
00:11Exercise Files folder and place it on your Desktop.
00:15Now, each Exercise File folder has an individual Maya project.
00:21So at the beginning of each chapter,
00:23go ahead and set your project to the appropriate chapter.
Collapse this transcript
1. Animating in Maya
Understanding the animation interface
00:00Before we get started, let's go ahead and take a look at the
00:02animation interface for Maya, as well as set up some preferences,
00:07so that way we're all on the same page when we start animating.
00:10Now, most of the animation tools for Maya are located along the bottom of the screen.
00:17We have a Timeline here, and we can just left-click and drag to scrub through that.
00:23Below it, we have what are called the range sliders.
00:28Now, this allows you to see more or less of the animation timeline.
00:33So in this case, we have a start frame for the animation,
00:36a start frame for the playback range, which is indicated by this slider,
00:42as well as an end frame for the playback range, and an end frame for the entire animation.
00:49So in this case, we're actually only seeing from frame 1 to 24 out of a total
00:54of 48 frames for this animation.
00:57Now if I want to see a different window in this, I can just left-click and drag
01:02this bar and notice how these numbers change.
01:05I can also left-click on one of these tabs here and just expand or contract it,
01:12and notice how the numbers here are changing.
01:14So if I wanted to see my entire timeline, I can just make this as big as I can,
01:20which will be 48 frames.
01:22And once I do that, I can scrub through the entire animation.
01:26Now this is very handy for if you have long scenes and you need to zoom in
01:32just to work on a little part of it.
01:34And so get used to using this Time Slider; it will help a lot.
01:38Now over here to the right, we have our Playback controls, but before we take
01:42a look at those, let's go ahead and set up some animation settings.
01:46So if I click here on this little icon, we have our Preferences,
01:50which brings up our general Preferences window.
01:55Now I can get to this same window by going into
01:57Window > Settings/Preferences > Preferences, but hitting this button actually brings
02:02this into the window and puts us on the Time Slider Settings entry,
02:08and this puts us right into the Animation settings we need to affect.
02:12So we've got a Playback start/ end here, which is the same as this.
02:17We have an Animation start/end, which again is our total animation range.
02:22We have a Height of the Time Slider;
02:25do you want to make it twice as big or four times as big?
02:28Typically, I keep it at 1.
02:30We also have what are called Key ticks.
02:32Now every time you set a keyframe in Maya, it will show a key tick on the timeline.
02:39So for example, if I just click on this submarine here, you'll see I have a
02:43key tick here at frame 1 and at frame 48.
02:48And then we can adjust the size of this key tick here by just adjusting it
02:53up to either 1 through 5.
02:55Now in order to make this a little bit more visible for you on the small screen,
03:00I'm actually going to dial this up to 4.
03:03Now we also have Options for the Time Slider; do we want to look at Timecode,
03:08or not, and do we want to snap to individual frames?
03:13So if you're working with specific timecode, you can't turn that on.
03:16Now the other important group of settings is the Playback settings.
03:21So how do we want to update our view?
03:24Do we want to update just the Active view or All views?
03:27So this actually works in a multi-viewport mode.
03:31So I'm actually going to pull this off to side of the screen, so we can see it,
03:36and then I'm just going to hit my Spacebar.
03:38And as you can see, I've got this in several different views.
03:41Now if I have it set to Active, it will only animate that viewport which I have active.
03:47So if I click my Perspective window, I'll see that.
03:50If I click in my Top viewport, I'll see that.
03:54Now, I'm going to go ahead and pull my Preferences over here.
03:58If I want, I can update it in All views,
04:01which then just allows you to see everything in any view.
04:05Now the reason that you probably wouldn't want to check this is if you have a complex scene.
04:12So sometimes it takes a while to update the viewports, you may want to keep it
04:17to Active just to reduce the amount of effort Maya needs to update this scene.
04:23Then do you want to loop at Once, do you want to Oscillate,
04:25or do you want to keep it Continuous?
04:28And the last one is Playback speed; so do we want to Play every frame,
04:32do we want to do it at Real-time, Half, Twice or the Other?
04:35So if I play it at every frame, it may actually be a little bit too fast,
04:40if you have a simple scene.
04:41So in this case, it's actually going faster than 24 frames a second.
04:45So if I keep it to Real-time, then it will play at 24 frames a second.
04:52And again, I'm just hitting the Playback button here.
04:56So let's go through the Playback options as well.
04:59So we do have a Play forwards button, which I've been hitting.
05:02In fact, let's go ahead and bring up our Perspective window here.
05:06We can also play backwards, which again just reverses the scene.
05:10We can step forward one keyframe. Okay, so I have to have an object selected in order to do that.
05:22So, this will not work if there's nothing selected.
05:25So what it does is it takes the object, looks to see if there's a keyframe
05:30and sets that keyframe.
05:31So if I were to select say the little periscope up here, you can see I have
05:35a couple of keyframes set for this.
05:38So if I step forward one key, it will just jump to each one of those keys.
05:43This here steps forward just one frame at a time.
05:45So again you're just scrubbing through one frame at a time.
05:48This goes to the beginning, this goes to the end, and of course these actually go backwards.
05:55And then there's one more little button here called the Auto key button.
05:59So what this does is it will automatically set keyframes
06:03if you already have animation on an object.
06:07So this is very handy for just doing fine-tuning and adjusting;
06:11it will automatically set the keyframe for the object.
06:14Now the last thing I wanted to show you is how to set the frame rate of the animation.
06:20So let's go back into Animation Preferences and under Settings,
06:26we have a timeline here, so we can actually set our timeline to whatever we want,
06:32but I'm actually going to go ahead and just keep it at Film.
06:36Now there's one more setting that I'd like to show you,
06:39and that's under Settings > Animation.
06:41This is how Maya auto keys.
06:44If I turn on or off Auto key here, you can see it actually shows on this settings.
06:51But the most important thing is do we want to key all attributes,
06:57or only modified attributes?
06:59In other words, if you move the object only in X, it will only set a keyframe in X,
07:06but if you key all attributes, then it will key everything.
07:10So typically, I like to keep at a Key all, but if you want to be more specific,
07:16you can put it on Key modified.
07:18So I'm going to put this at Key all, and then there we should be ready to go.
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Animating objects
00:00Now let's go ahead and start animating objects in Maya.
00:03We're just going to set some basic keyframes to show you how this works.
00:08We're going to start off with a simple object.
00:10I'm just going to create a cylinder.
00:12So I'm going to go under the Polygons shelf, click on the Cylinder and then
00:17just drag up a very simple cylinder.
00:19I'm going to go ahead and shade that, so we can see it.
00:24Go ahead and move this in X over to about here,
00:25because this is where I want my animation to start.
00:29So when we animate, we have to first set a keyframe, all animation is based on keys
00:36 and keys are basically just a recording of where the object is at a specific frame.
00:43So in order to set a key, we need to go into our Animation menu set and
00:48under Animate, we have Set Key.
00:50Now notice the hot key for this is the letter S and you'll be using that a lot.
00:55Let's go ahead into the Options here.
00:57I'm going to click on this little square here, and let's go through our Set Key Options.
01:02So what do we want to set keys on?
01:04Do we want to set keys on everything, which is the top one,
01:07just the keyable attributes, all manipulator handles, in other words all of these,
01:12so if I'm doing move, it'll key all the move handles, or just the Current manipulator handle,
01:18 in other words, if I'm just adjusting X, then it will only keyframe X.
01:22Do you want to set keys at the Current time or do you want it to prompt you for
01:27a specific time? And then do we want to set IK/FK keys, which actually gets into
01:32character animation, these are Inverse and Forward Kinematics keys.
01:35But typically, I'm just going to leave this at the default
01:38and let's just go ahead and do a Set Key.
01:41Now I could have just as easily hit the S key on the keyboard.
01:45Now, when I set that key, notice how we get a key tick here at frame 1.
01:51But we don't get animation, because we don't have multiple keys.
01:55I need to move it someplace else and set another key.
01:59I'm going to go ahead and move the timeline forward to frame 24,
02:04and then just go ahead and move this over.
02:06Then I'm going to hit the S key on the keyboard and notice how I get another key tick.
02:13So now I have animation.
02:19Now if I want to, I can go in and add in another keyframe.
02:23So if I were to move this here, I'm not going to get animation until
02:30I actually set a keyframe.
02:31So if I were to move this here, I would have to hit the S key to keyframe.
02:38Now probably the easier way to do this is to actually click on this Auto
02:43keyframe toggle and once I do that, it will go ahead and start setting keys
02:50as soon as I start moving the object.
02:52So if I move this object here, it sets a key.
02:57So now it goes here and then here.
03:02Now if I want, I don't have to just do move keys, I can do keyframes to really anything.
03:07So if I, for example, were to rotate this, I could certainly rotate this on the side,
03:12in fact if I want to, I can type in a value here.
03:16And because I have Auto keyframes set up, the rotation will be keyed.
03:20Now also notice that when my object is keyed, all of these channels show up in red.
03:30So if I were to create another object here, let's go ahead and just create a sphere,
03:34you'll notice here that none of these are keyed and because they're all just gray,
03:40 but as soon as I hit S to set a keyframe, then that shows up in red,
03:46and that tells you that the object is animating.
03:50So those are some of the basics of how to animate objects.
03:54Now just remember, in order to set a keyframe, you need to hit the S key,
03:59and once you've set the first keyframe, then you can auto keyframe
04:04all of the subsequent keys.
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Animating attributes
00:00We can use animation to move objects through the scene,
00:03but we can also animate attributes within Maya.
00:07So we can take almost any parameter in Maya and animate it.
00:11So let's take a look at that.
00:13I'm going to go into my Polygons menu here and we're going to create a simple cube.
00:18I'm going to go ahead and shade it.
00:25If we want, we can animate it.
00:26We could just go ahead and set a keyframe here for Translation, Rotation or Scale.
00:31But what I really want to do is actually change another attribute of the object.
00:37So if I go down here to INPUTS and click on polyCube1, you'll see I have a number
00:43of options here for Width, Height and Depth and these are basically
00:47just attributes that we've applied to the object by creating it.
00:52Now we can animate any one of these attributes and we can do that by
00:57right-clicking over this and doing Key Selected.
01:00Now when I do that, you'll see a keyframe comes up here.
01:06Now if want, I could actually use that same technique here
01:09on Translation, Rotation and Scale.
01:11You can always right-click over anything and do that Key Selected.
01:14I'm not going to do that for this.
01:16But also notice how when I've keyed that, it comes up as red,
01:21which tells me that it's animated.
01:23Now if move my Time Slider over and make sure that Auto key is turned on,
01:29I can change my width to any value I want.
01:34And now what's happened is, once I've set that first keyframe,
01:37changing the width actually animates all of that.
01:40Now I don't have to just change things like width,
01:44I could actually change all sorts of stuff.
01:46So if I want, I could for example, set a keyframe for the number of
01:50subdivisions in the object.
01:52Let's say I want it to have more subdivisions going this way,
01:56and then as it squishes down, it gets fewer.
01:58So I can go ahead and right click over this, Key Selected.
02:03And then as this squishes down, I can put in another number,
02:07say 2 or something like that, and key those as well.
02:12So now what's happening is not only is the box decreasing in width,
02:17but it's also decreasing the number of subdivisions.
02:21I'm sure you can see the flexibility of this sort of animation.
02:24You really do get a lot of control over how your objects animate.
02:29Now we don't just have to animate single parameters,
02:31we can animate other things such as color.
02:35So let's take a look at that.
02:37I'm going to go into my Rendering tab, keep my box selected,
02:41and let's just go ahead and apply a Blinn shader.
02:45And let's go ahead and just left- click on this and pick a color;
02:49so we're going to make a green box.
02:51Now if I want, I can set a key for this color.
02:56Now if I right-click over the color itself, it still picks that Color Picker.
03:00I need to right-click over the word Color and then it gives me Set Key.
03:07Once I do that, then I can set another key to change the color again.
03:13So all I have to do is select a new color, right-click over Set Key.
03:24So now you can see how it's changing color.
03:28Now when you change color in a material, you will see this little node that pops up here,
03:36 and if we click on this, this gives us all the information for how the color changes.
03:43Now these are just a couple of examples of how to animate attributes in Maya.
03:48But as you can see this is a very, very powerful tool and I'm sure you'll
03:52be using it as you get deeper into Maya.
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Copying and adjusting keys
00:00There are many times when we animate when we'll need to adjust the animation.
00:04A lot of times this is just as simple as moving keyframes back or forth on the Timeline.
00:10So let's take a look at how to do that.
00:12I'm going to go ahead and start off with a simple cube;
00:15so I'm just going to go onto my Polygon shelf, select the Cube and drag out a
00:20basic cube, and I'm going to position this off to one side here.
00:26Let's go ahead and set some keyframes.
00:27I'm going hit my S key to set a keyframe here, move to frame 24 and then I'm
00:34going to go ahead and move my box over there, hit S again, and then let's
00:38put one in the middle.
00:39So I'm going to go to frame 12 and again hit S. If I want to I could turn on
00:44auto keyframe, but I decided just to use the Set Key command.
00:48Okay I'm going to hit 5 to shade this.
00:51So as you can see we've got a little bit of animation going on.
00:54Now let's say we don't want this to be exactly this timing;
01:00let's say we want this middle frame to be in a different place.
01:03Well, it can be very easy to change this;
01:06we can just copy and paste keyframes from the Timeline.
01:10All you have to do is get your cursor over the frame, so in this case frame 12,
01:16right-click and we have Cut, Copy and Paste and Delete.
01:21So I'm going to go ahead and cut this frame, so as you can see it's gone.
01:27And let's move to another place on the Timeline.
01:30We're going to move to frame 8, right-click Paste, Paste.
01:36So now it goes to frame 8 sooner and then goes to frame 24.
01:42Well if we want, we can paste this key again, if we want to.
01:48It's already still in the buffer, so if we want we can right-click and go Paste,
01:52Paste and now it will actually hold this there and then move it.
01:57Now if we want to delete a keyframe, we can also just hit Delete.
02:01Now there is also a Copy command;
02:04it's very similar to Cut except it leaves it in place.
02:07So if I wanted to I could right-click over this at frame 8, hit Copy, and just
02:12put 1 at frame 10 again, right -clicking and hitting Paste.
02:16So again we've got a little bit of pause in there if we want to.
02:22If we want to we don't have to just right- click and Copy/Paste on individual frames;
02:28we can do this on ranges of frames.
02:31So if I select this object, hold down the Shift key, left-click and drag, you
02:36can see how I can draw this red area on the Timeline.
02:39And what this does is it allows me to select keys, so if I want to I can select
02:46these keys and say Cut them, and if I wanted to I could Paste them.
02:50But more importantly it allows me to interact with multiple keys.
02:56So I can hold down the Shift key, select these and you'll see I've got arrows on
03:02either side of this, plus one in the middle.
03:05So if I drag the one in the middle, you can see how I can actually just
03:10reposition these interactively.
03:12So if I want it to be here then I can put it there.
03:16I can do this for individual frames, so if I hold down the Shift key and just
03:20left-click on 14, it selects only that key and then I can click in the middle
03:25here, and just again readjust it however I want.
03:30Now I can also compress or expand keys, so if I hold down the Shift key,
03:36left-click and drag, so I got 14 through 16, I can compress it or expand it, so
03:44I can actually make this bigger or smaller.
03:47Now one of the things you need to be aware of is that sometimes it will put
03:52frames in the middle.
03:54In other words this frame is not exactly at 14 or 15;
03:59it's in the middle.
04:00And so sometimes you're going to get none integer keyframes and that can
04:05sometimes be problematic.
04:08But again as you can see we can Cut, Copy, Paste.
04:12And if we Shift+Select multiple frames we can move those around or expand or
04:17compress them to retime our animation.
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Creating breakdown keys
00:00Another way to adjust keys is to use what's called a breakdown key.
00:05Now this is a key that exists between two other keys
00:09and basically it's an automatic in between.
00:12So let's take a look at this very, very quickly.
00:15I'm going to create just a simple sphere.
00:17And let's go ahead and just do a quick animation here.
00:21I'm going to hit the S key to set a keyframe at frame 1.
00:25I'm going to move forward to frame 6, hit another keyframe at the exact same spot,
00:31and then let's move forward to say frame 16 and move this over and hit S
00:38again to set another keyframe.
00:41Now if I want I can create a key in the middle of this, let's say at frame 11,
00:47let's go up here and set a key.
00:50But in this case I'm not going to set a regular key. I'm going to set what's
00:54called a Breakdown key; in fact let's take a look at some of the options here.
00:59They're very similar to what we have for a Set key.
01:03So I'm going to go ahead and just Set a Breakdown key.
01:05Now notice how this key is green as opposed to red.
01:10Now what this key does is it actually sits in between these two main keys.
01:18So if I were to Shift+Left-click on frame 16 and adjust the position of that,
01:25notice how this middle frame adjusts as well.
01:30So now instead of going from 6 to 16, it goes from 6 to 14, or say 6 to 12.
01:38And what it does is it always maintains that same distance between the two keys.
01:43Now this doesn't have to happen for a middle key.
01:46Let's go ahead and say drag this out to 18.
01:49I can select my Breakdown key and bias it, let's say I move it say here to 10,
01:55it will now again keep that same ratio, so it'll be always closer to the one
02:02at frame 6 rather than to the end frame.
02:05So Breakdown keys are very, very handy.
02:08They automatically allow you to have keyframes in between other keys
02:13that adjust accordingly.
02:15And it makes it much easier to do sophisticated animation, because
02:20you really don't have to keep track of every single key.
02:23Some of the keys will automatically adjust as you retime your animation.
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Animation playback using Playblast
00:00There are many times when your animation will not play in real time
00:04in your viewport; that's if you have a complex scene.
00:07There are also times when you'll need a separate file of your animation
00:12to send off to a client for tests or whatever.
00:15Playblast is the tool to use for both of these.
00:19It allows you to render what you see in the viewport and put it out to
00:24a movie file that you can use later.
00:26So let's take a look at this simple scene; we've got this simple submarine scene.
00:30Now I want to see the whole scene here, so I'm actually going to go ahead and
00:34click here on my slider and just move it out to frame 48.
00:38And let's go ahead and do a Playblast; we can get to it by doing Window > Playblast,
00:44 and let's go through the Options so that we know what we're working with here.
00:48So the first one is what Time range do we want? Do we want to use this Time
00:52Slider here, or do we want to specify a Start and End frame, which we do here?
00:58I'm going to leave this at Time Slider.
01:00Do we want to show the ornaments on the screen? So in other words if we have
01:05helper objects that sort of thing, do we want to show them?
01:09And then what Format do we want to use?
01:12Do we want to use avi, qt (QuickTime), or an iff sequence?
01:17I'm going to leave this at avi since I'm on a Windows machine.
01:21And what Encoding do you want to use for that avi file, or qt (QuickTime) file?
01:27And then of course the Quality settings. And next we have Display size.
01:32Do we want it From window, which is basically the size of our viewport?
01:38Or do we want to have it From the Render Settings? So in other words,
01:43if I have my Render Settings here, under Output, you'll see that I have 640x480.
01:49Do I want to make this in that ratio?
01:52I'm going to actually keep it in window.
01:55And then we also have a Custom setting here and you can actually specify any size.
01:59I'm going to put this back to From window.
02:02And then we also have a Scale option, do you want it be the entire size of
02:07this window or a fraction of it?
02:09I'm going keep this at 0.50, which is basically just a quarter size view.
02:14And then if you're using iff files, what sort of Frame padding do you want?
02:18Now down here we can also save to a specific file.
02:23So if you have a scene name and just want to save that out, you can do that.
02:28And that way you can take that movie and send it off to your director or client,
02:33so that they can see your animation test and also do a temp cut of the animation.
02:39I'm going to go ahead and click this off and let's just do a quick Playblast.
02:42And what this will do is it will run through the scene and save it to a file.
02:47So this will probably happen fairly quickly. So there it goes.
02:50As you can see, it basically just ran through that as fast as it could and then
02:55saved it out to an avi, and then it brought up the avi in Media Player.
03:00Now if you're using a QuickTime, it will bring it up in QuickTime player and
03:05if you're using iff files, it will bring it up in a Maya application called FCheck.
03:11But now that I have it, I can play it.
03:13And now that I have it as a movie file I can use this movie file however I want.
03:19So those are some of the basics of using Playblast, and I find this very,
03:24very handy for not only giving out samples of your animation, but also for getting
03:31a real-time view of an animation that's too complex to play in a viewport.
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Animating objects along paths
00:00Another way to animate objects is to attach them to a motion path and
00:05that way you can use a curve to precisely control how an object moves.
00:09I have a simple scene here with our submarine and a NURBS Curve.
00:14So what we want to do is attach this submarine to the curve
00:19and use the curve as the motion path.
00:22So we do this by first selecting the object we want to attach
00:26and then selecting the motion path second.
00:29So I'm selecting this NURBS Curve last,
00:32then under Animate we have a Motion Paths option.
00:35And the first thing we want to do is Attach to Motion Path
00:39and let's take a look at some of the options for that.
00:42So under Motion Path we have what Time range; in other words how long will
00:47it take for the object to complete that path?
00:50Do we want to use the Time Slider; in other words from frame 1 to 24?
00:55Do we want to indicate a new Start position, or do we want to indicate a
00:59Start and an End positions?
01:01So in other words, I can type in whatever values I want.
01:04Then down here we have controls to orient the object along the path.
01:10Quite honestly I don't know how much object is oriented, so I can't type these in.
01:16But we can always change them later just by going into the Attribute Editor.
01:20So once I have this all set up, all I have to do now is hit Attach.
01:25And this attaches the object to the Motion Path.
01:28Obviously it's not faced the same way, but let's go ahead and do a quick slide.
01:32You can see how the object moves along the motion path from frame 1 to frame 24.
01:40But obviously it's not facing the right direction.
01:43So what we can do is select our submarine and go into the Attribute Editor.
01:48And here you should find a tab that says motionPath, and then all we have to do
01:54is go through this and as you can see it's basically those same parameters,
01:59and adjust the Front and the Up Axis so that the object is aligned.
02:04So if I change my Front Axis to Y no, to Z, okay, so Front Axis at Z, Up Axis at Y should do it.
02:13Now if I do a different Up Axis, you can see how each one of these changes.
02:17I really want this to be Z and Y. And then we have other options here,
02:22if we want we can bank the object or do whatever else we want.
02:25But this is really all I need at this point.
02:29So let's go ahead and just slide this along and you see how now
02:33the submarine follows that path.
02:35Now one thing I also want to point out is that what is animating in this case is the U Value.
02:42Notice how this is highlighted in red that means there are keyframes applied.
02:47This is basically a number that goes from zero to one.
02:50One is the end of the path;
02:52zero is the beginning of the path.
02:54Now if I want, I can go back and select my path and edit it.
03:00So if I right-click over the path and select Control Vertex, I could box select
03:05these vertices, hit my Move Tool, and adjust the shape of the path.
03:10So now the object is moving on a different path.
03:15If we want, we can also add intermediate keys.
03:18In other words tell it where the sub needs to be at any specific point on that path.
03:23So I'm going to go back into Object mode, select my object and let's go
03:29ahead into the middle of this path.
03:31Let's go to frame 12 and under Animate, I'm going to select Motion Paths,
03:36Set Motion Path Key.
03:38Now when I do that, notice how the number 12 comes up.
03:42We have a keyframe at 1, 12, and 24; these are at frame numbers.
03:48Now if I want, I can highlight any one of these and middle-click
03:54and drag to reposition that.
03:56So if I want it to go slower at the beginning, say from 1 to 12,
04:02and let's take a look from 12 to 24, I can push the 12 closer to 24.
04:07Or I can do it the opposite direction and again I'm just middle-clicking and dragging.
04:12So now it goes faster to frame 12 and then slows out to frame 24.
04:16Or if I do it the opposite, it's a little bit slower and then it speeds up.
04:24So those are some of the basics of how to attach objects to Motion Paths.
04:29Now this can be a very, very helpful tool, particularly when you want
04:34to precisely control how an object moves through a scene.
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Creating motion trails
00:00Another way to create a motion path is just actually work in reverse,
00:04so set an animation and then create an editable path from that animation.
00:10So I have my submarine here, in fact I'm going to go ahead and expand
00:15my Timeline to a full 48 frames here and select my submarine.
00:19And you'll see I have a keyframe here at frame one and at frame 48.
00:23So let's go ahead and place one more key in here.
00:26I'm going to select my Move Tool, move by submarine say a little bit back in X
00:32and hit S to set a keyframe.
00:35So now you can see my submarine is actually moving in two directions.
00:41Okay, it's not quite facing this, so let's go ahead and rotate this just a bit,
00:46so now it's kind of rotating along my path.
00:49Now if I wanted to adjust this and make it smooth, I could just alter each keyframe,
00:56but another way to do this is to create what's called a Motion Trail.
01:00So I'll keep my object selected and under Animate go Create Editable Motion Trail.
01:09And when I do that what it does is it actually draws out a path
01:14and creates keyframes on that path.
01:16So what I've got now is I've got a path that I can edit to change how the object animates.
01:22So if I want to I can box select this middle one here, adjust it, I can select this end one
01:28 here, adjust it and again the object will move along that path.
01:34So if I select this middle one and move it up, you see how the object
01:40just moves along that path.
01:42Now if I want I can select these keyframes and move them and as you can see
01:51the path is changing according to where that is.
01:54So if it's closer to the beginning, it's going to be more of a straight line
01:58to the beginning, if it's closer to the end it will be more of a straight line to the end.
02:03So now it's going to take 36 frames to get to the beginning and then it's
02:07going to zoom over to the end.
02:09Okay, so this is a great way to visualize how your animation is moving,
02:14and to create a trail that you can animate.
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Ghosting objects
00:00Many times we'll need to see multiple frames at a time in our animation sequence
00:06and this is called ghosting.
00:07It allows you to actually see how an object progresses through time.
00:13So let's take a look at how to do this.
00:15I'm going to select my object here and under Animate, I have three options here;
00:20Ghost Selected, Unghost Selected and Unghost All.
00:24Let's take Ghost Selected, which is the start of the whole process and take
00:28a look at the Options for this.
00:31So for Type of ghosting, it's going to go to Global preferences.
00:36If we don't want that, go to Custom frames, which allows us to specify a number of frames.
00:41 Custom frame steps, do we want to do 3, in 3 frame steps or do we want
00:47to do 5, however many steps, so you can actually do incremental ghosting,
00:52on Custom key steps or only on those Keyframes that are set.
00:58I'm going to keep this at Global preferences and just so that you know
01:02where this is at, go under Settings/Preferences > Preferences and under Animation display,
01:09 we have our Ghost settings, which are basically the same settings that we have.
01:15So if you want, you can set a global step for ghosting.
01:18I'm going to leave this at the default, hit Save.
01:21So let's go ahead and ghost this.
01:24So as I scrub through my timeline, you can see how the ghosting works.
01:29So what it does is it basically just gives you a copy of each frame for
01:35a specified number of frames and this allows you to see how the object is moving.
01:41You can probably see this the best on the propeller of the submarine.
01:46If your object is changing shape such as in character animation,
01:49this may be a little bit more easy to see.
01:52Now, if you want to turn off ghosting, you can go into Animate > Unghost Selected,
02:00 which means it will only unghost that object I have selected,
02:05which may not be everything.
02:06So typically what I like to do is to just do Unghost All,
02:10and that will unghost everything.
02:13So those are some of the basics of ghosting and you can use this very effectively
02:19 in character animation to see how your character is moving through a scene.
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2. Editing Animation
Modifying keys in the Graph Editor
00:00If you need to have fine control over your animation,
00:04you may want to use the Graph Editor and this is
00:06a very sophisticated way of really controlling your animation curves.
00:12So, let's go ahead and set up a very simple animation, I'm going to create
00:16a simple sphere here, and let's just do some motion.
00:19So I'm going to go ahead and hit S to set a keyframe at frame 1, move this somewhere here,
00:28 and hit S again at frame 12 and then move it down over here at frame 24.
00:35So, I should have this simple, simple animation.
00:43Now if want we can affect the animation simply by selecting the keyframes
00:49and moving them around as we've seen before, but if we want finer control over these
00:55in-betweens, we can go into the Graph Editor.
00:58So this is a separate window in Maya. We can find it under
01:02Window > Animation Editors > Graph Editor, and this brings up the graph.
01:08I'm going to go ahead and move this sphere over, so we can see it against the Graph Editor.
01:13And as you can see we have curves that represent the animation in Maya.
01:20So some of these curves are flat some aren't.
01:23On the left side of here we have our object and then we have individual curves
01:29for each part of that object.
01:32So if you notice, I've got translation in X, Y and Z, rotation, scale in X, Y and Z.
01:43Now if I want to, I can select any one of these curves or Shift+Select multiple curves.
01:49And you can see that as I scrub through here as the curve changes, the object also changes.
01:58Now keys on this curve are indicated with a little black dot, so right there
02:05is a key, you can see it here in the Graph Editor.
02:08So if I want I can use all of my standard Move tools, so I can select these,
02:14hit W and I could actually move these keyframes.
02:17So again, I'm just using the Standard Move Tool here, so I have a Select Tool
02:24and I have a Move Tool.
02:25So if I want I can move these forward or back in Time, or I can move them up or down in Value.
02:33Now each one of these curves is a Bezier curve which means it has a handle on it.
02:39Now I can navigate this Graph Editor window the same way that I navigate an
02:44orthographic view in Maya, so if I hold down the Alt key I can right-click to zoom
02:51and middle-click to drag.
02:54Now I don't have Tumble, so I'm not going to be able to use left-click.
02:58I can also roll my mouse wheel to zoom.
03:00Now if I want I can left-click and drag and select one of these handles.
03:05In this case I've got Translate Y selected and you can see the little dot there,
03:10and this represents how high or low that ball goes as it moves up.
03:16So if I want it to move it really high, I can move the curve high.
03:19If I don't want it to move so high, I can drop the curve down.
03:23Now another thing we can do is we can change the character of the curve.
03:29So as you can see this has Bezier handles on it.
03:32So if I just left-click and drag the handle, I can middle-click and drag
03:40to change the character of the curve.
03:42So now it goes up and it overshoots and then it comes down.
03:47If I want I can again left-click and drag to select the handle and
03:52then middle-click to adjust it.
03:55Now in addition to this we have some standard curve types that we can use as well.
04:04 So if I select a series of keyframes here, I can create what are called Auto tangents.
04:10Now Auto tangents automatically flatten the tangent of the curve out at the top.
04:17So again it just flattens out the curve, this is great for things where you
04:21kind of need things to move smoothly.
04:22And again, if I were to left-click and adjust this curve, as soon as I reselect
04:29the entire key, if I hit Auto tangents again it'll flatten it out.
04:32Then we can also have what are called Spline tangents.
04:37We can have what are called Clamped tangents, which like keys to be flat,
04:41so that way you don't get bumps in your animation.
04:44We can also have what are called Linear tangents,
04:46which basically there's no ease in and ease out;
04:49it just goes from one direction to the other.
04:54We can have again Flat tangents.
04:56We have another one called Step tangents.
04:58What a Step tangent does is once it hits a value, it stays that value until
05:04it hits another value; this is great for things that need to be turned on and off.
05:08I typically like to use these on light values where you need it to be either on or off.
05:15 Visibility is another one where you'd be using Step tangents a lot.
05:19So those are some of the basics. There is certainly a lot more to this window,
05:23but if you know basically about basic curve types and how to select
05:28and manipulate individual keys within the Graph Editor, you should be pretty good to go.
05:35Now remember the Graph Editor allows you to select individual keys and
05:40adjust animation curves in Maya.
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Modifying keys in the Dope Sheet
00:00Another way to edit your animation is to use the Dope Sheet.
00:03Now this is more of a spreadsheet-like interface that allows you to just see keyframes.
00:09But it also allows you to see the hierarchy of your object and individual keys.
00:14So here I have this submarine and if I select it you'll see that, well I've got
00:20keyframes for the sub at 1, 24 and 48.
00:26But there are a number of parts to the sub as well.
00:29So I've got this little periscope at the top; it's called Scope.
00:33And I've got keyframes here at different places.
00:36And then in the back of the sub I've got this rotating propeller.
00:40If I select the hub of that propeller, you'll see I have a key here and a key at the end.
00:45So if we want to see all of this at once, I really can't use this time slider here;
00:51I need to go a little bit more detailed.
00:53So I can do that in the Dope Sheet.
00:56So let's go into Window > Animation Editors > Dope Sheet.
00:59And let's go ahead and I'm going to scroll back here, so I can see my sub,
01:04and select the entire sub.
01:05Now when you select the sub you'll we have a master note called Body,
01:10and that's the body of the submarine.
01:12And I've got two plus signs (++) here.
01:15If I'll select the leftmost plus sign, you'll see this is the entire
01:20hierarchy of the submarine, and it's very similar to the outliner,
01:24in that I have each object here and you can see the hierarchy of the submarine.
01:31So I have the Hub which is the propeller, I have the Scope and I have all
01:36the other parts of submarine which aren't animating.
01:39Now the cool thing about this is that we can see all of the keyframes at once.
01:43So if select the Body, you could see I have keyframes here for the body,
01:48for the propeller at the hub, and for the periscope.
01:51Now really all you can do in this editor is just retime things.
01:57So I have a submarine here at the top that shows all the keyframes,
02:01and then I can go down object by object and go through each individual one.
02:07Now if I want to retime things, all I have to do is select the move tools,
02:12so I could select it here or just hit W on the keyboard,
02:15and then middle-click and drag and I can drag any one of these keys.
02:20So if I middle-click of this middle key here, I can change how fast
02:27this particular point is reached.
02:29So as I move it, you can see how the object's animation is changing.
02:35Now if I open this up a little bit more you can see that well not only do
02:40I have master keys for this, I can actually go down and scroll through
02:46and go and see my Translate X, Y and Z keys.
02:51I can also see rotation keys here.
02:53So if I want to retime the rotation but not the translation I can just
02:58left-click and select all the rotation keys and again just middle-click to move them.
03:03So all I'm doing now is affecting rotation but not translation.
03:09And also notices how I get an additional key here on the timeline
03:13to reflect those changes.
03:15So the Dope Sheet can be a very, very handy tool for retiming individual parts
03:20of your animation.
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Creating animation cycles
00:01Another way to edit your animation is to create cycles.
00:04Now Maya has a number of different ways that we can create animation cycles
00:10and let's go through those.
00:11Before we do that though I want create a very simple animation.
00:15So let's just create a simple translation animation here.
00:19So I'm going to take my basic sphere and set a keyframe at frame1.
00:25And let's go forward to about frame 18 or so, and just go ahead and move that up
00:31and set a keyframe here.
00:33So really all I have is just two keys: this and that.
00:37Now if I were to play this animation, you could see it just jumps from one to the other.
00:44So as soon the animation starts it jumps back.
00:47Now if I want to I can create a cycle and I do that in the graph editor.
00:53So we go into Window > Animation Editors > Graph Editor.
00:57And you can see we've got all of our different animation curves.
01:01Now since we only did translation, I can Shift+ Select, just Translate here and see these keys.
01:09So if we want, we can left-click and drag and highlight the last keys of this animation.
01:15And so as you can see, when it ends it ends; it doesn't go any further, but we can cycle that.
01:22So if we select curves we have Pre/Post-Infinity.
01:25Pre-Infinity is before the first key, Post-Infinity is after the last key.
01:34And let's go ahead and use Post-Infinity because we've got space after that.
01:39So we've got a couple of different options; we have Cycle, Cycle with Offset,
01:44Oscillate, Linear, and Constant.
01:46I'm going to go ahead and select Cycle first.
01:49Now what this does is it basically just goes back to that first frame.
01:59So when I'm at frame 18 I'm at the very end.
02:02When I go to frame 19 it just starts over; it picks up these keys.
02:06In fact, I'm going to go ahead and expand this out to Frame 48 here,
02:13and let's take a look at this.
02:15So basically what it does is it, so it automatically jumps back whenever
02:19it hits that last key.
02:22Now if I want I can change those again, just make sure I have Translate X, Y and Z selected.
02:27So instead of Post Infinity I can do Cycle with Offset.
02:31Now what this will do is it will cycle, but it'll add to whatever was there before.
02:38So in other words it'll keep it going in that same direction.
02:41So if I hit Cycle with Offset, I'll go ahead and make this smaller here.
02:45When we play, you'll see that what it does is it just keeps going.
02:53So another one we can do is called Oscillate and what that will do is that
02:57will go from the beginning to the end and then back to the beginning.
03:01So this will oscillate back and forth.
03:04I'm getting a little bit of a jump here because when we hit this we get a cycle.
03:11And then we can also do Linear which means at the very end it will just keep going in
03:17that direction, which means at the very end it'll just hold whatever is there.
03:24And that's very similar to what we have with nothing.
03:27And then we could also have Constant which means it will assume a constant direction.
03:32And again that gives us not much of anything.
03:35So those are some of the basic ways to cycle animation.
03:39Now we can cycle animation either before or after the end of keyframes
03:44and that's called Pre/Post-Infinity.
03:45With that we have a number of different ways to cycle animation.
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Hiding, locking, and limiting channels
00:00There are many situations where you'll want to restrict what an animator can do with an object.
00:07Let's take this submarine for example.
00:09I have this propeller on the back of a submarine.
00:12And typically all I really want to do with animation is to rotate the propeller.
00:18So really the only attribute that I'll ever be animating on this is rotate in Z.
00:25I'm not going to rotate it around X. I'm not going to translate it or scale it.
00:32So if I want, I can restrict how this object is used by locking parameters.
00:37So if I select Translate X for example.
00:40I can right-click over it and you'll see I have Lock Selected.
00:45Now what this does is it grays out my Translate,
00:49so when I go to translate that in X, I can't, okay.
00:54I could still do Y and Z because, those are unlocked.
00:57But if I want, I can lock as many as I want.
01:00So let's lock Translate Y and Z, as well as Rotate X and Y, and if I right-click
01:08over that and lock it, now I have all of these are locked.
01:14So when I go to rotate this, I can't rotate it around X.
01:18I can't rotate it around Y. I can only rotate it around Z and that forces you
01:24to animate it in the way that it was intended.
01:27Now if I want to, I can also clean up my interface.
01:32So I can actually hide those parameters that I don't want to use.
01:35So if I wanted to I could left-click and drag and select all of these,
01:41right-click over them and go Hide Selected.
01:45I could do the same for Scale X, Y and Z, as well as Visibility.
01:50I can hide those as well.
01:53So now when I select this propeller all I see is rotate in Z,
01:58and that's really all I can do.
02:00But, if you can recall one of the things I did not do was lock my Scale X, Y, and Z.
02:05 So that means I can still scale this propeller up and down even though it's hidden.
02:11So let me show you how to unhide things as well.
02:14So we've got a Window here, and under General Editors, we have something
02:18here called Channel Control.
02:20Now what this does is it allows me to either hide or unhide channels.
02:24So if I scroll down here, you'll see I've got Translate, I've got Scale X, Y, and Z,
02:31 and all I have to do is just move them to the left and now they show back up.
02:37If I want, now I can select these, lock them and if I want to I can also hide them here.
02:44So I could go ahead and move them as well.
02:48Now if I click here, you also will see the parameters that I have locked.
02:53Again, it's the same function that's just another way of looking at it.
02:57So in this case I've got Rotate X, Y, and Z Locked, if I want. I can move them to
03:02Non Locked, select Keyable, again move them over and as you can see, we can do that.
03:10Now another thing that you might want to do is actually just limit the channels.
03:14You may not want to lock them completely, but you may want to lock them just to
03:19a specific range of motion.
03:21So let's take a look at the periscope on the conning tower of this submarine.
03:25Let's say, I only wanted it to rotate here and here, but I don't want it to
03:30be able to look backwards.
03:32So I've got a Rotate Y parameter here, but let's say I don't want
03:37it to completely rotate around.
03:38Let's say I want to just restrict it to looking forward.
03:42We can fix this in the Attribute Editor.
03:45So I'm going to click on my Attribute Editor and if you notice,
03:48we've got a number of different tabs here.
03:50I need to go to the first tab which includes my limit information.
03:55So I have Transform Attributes here, which is exactly how I'm rotating it.
03:59It's where my Pivots are but what I really want to look for
04:05is Limit Information here under Rotate.
04:08And what we can do is we can actually limit how it rotates.
04:11So let's say, I want to limit my rotation Y, so all I have to do is click this and this,
04:17 and now it will limit from -45 to +45.
04:22So if I rotate it, you'll see that I can't rotate it beyond that number.
04:27Of course I can change these.
04:29So let's say, I want to do it from -90 to +90, and again I can limit this.
04:36So if I only want to rotate it along that, then I'm completely limited
04:42and I can't rotate it beyond that.
04:44It's great for keeping things in check.
04:47So if this is really all I want to rotate then what I can do is I can select
04:52all of the ones above it, lock them, all of the ones below it, lock those as well.
04:58And so now, all I have to do is just animate this one,
05:02and if I wanted to I could hide these as well.
05:04So those are some techniques for limiting and locking your animation channels
05:10so they don't get accidentally animated.
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3. Basic Deformations and Rigging
Exploring the basics of joints and skinning
00:00Now let's take a look at some Deformation tools that will allow us to
00:04use skeletons to deform a character.
00:07Now I have a simple example here and this is what we'll be doing in the next
00:10few lessons, and this is just a simple fish.
00:13Now what I can do is if I turn on Shading and turn on what's called X-Ray joints,
00:18you'll see that this fish has a skeleton in it, and this is just a series of
00:25objects that allow me a structure with which to deform the fish.
00:30So if I were to select, let's take for example this joint here towards the back,
00:35I could rotate that and actually deform this mesh.
00:40Now before we actually get this complicated I'm just going to go through
00:44some of the basics of how this works.
00:46So I'm going to go File > New Scene and let's just draw a simple Polygonal Cylinder.
00:56And let's go into our Channel box and under Poly Cylinder, I want to go ahead
01:02and make my height subdivisions, let's just make it about 6; I just want to give
01:07enough division so we can actually deform this.
01:09And maybe I'm going to dial down my Radius just a little bit here.
01:13Now what we can do is we can create what are called joints and use those
01:18joints to deform this mesh.
01:20Now it's easiest to draw joints in an orthographic view, so I'm going to go
01:26into my Front view for this particular scene, and what we can do is we can
01:30draw what are called skeletons.
01:31We have what's called a Joint Tool and this just another Drawing Tool.
01:36So if I select this, you'll how my cursor changes, and then if I left-click
01:41you can see I'm just laying down what are called bones.
01:46And these bones are really just objects in a scene.
01:51If I go into my Window > Outliner, you'll see that I have my Cylinder, but I also
01:57have a joint and each joint is actually a hierarchy.
02:02So I've got joint 1, joint 2, 3, 4, 5 and so on.
02:08And this creates a hierarchy of joints that I can use as a skeleton to deform
02:14either character or really any other object.
02:17These joints can be manipulated by rotating them, so this gives me kind of a classic bone action.
02:25But if I want, I can move them as well to reposition them if I need too.
02:30So let's go ahead and setup as simple bone structure for this cylinder.
02:35So I'm going to select all of those joints and delete them, and then I'm going
02:40to go into Skeleton > Joint Tool and I'm just going to draw one, two, three, four
02:48points here and then just hit Enter, and you can see I've got four joints.
02:53Now I'm going to go hop out into my Perspective window and you can see that,
02:58well it's not exactly in the center here.
03:00So I just want to adjust this so this is fairly well centered.
03:03Well once I do that I can now use us this as something to deform this cylinder.
03:09So I do that by selecting my joint chain, so I select the bottom of that chain,
03:14which selects everything else, and then Shift+Select my Cylinder.
03:19In other words, the Geometry is selected last, and that should be green.
03:23And then under Skin we have Bind Skin.
03:25Now there are three separate options here.
03:27For the purposes of this course, let's just do what's called Smooth Bind,
03:32and I'm just going to go ahead and use the defaults and just bind that.
03:35Now notice how that turns red, that means it's actually being controlled by something else.
03:39And now once I have this I can select each one of these joints and rotate them.
03:44And as you can see the joints now control the deformation of the cylinder.
03:51So if I want I can also put Shading > X-Ray Joints on,
03:56so I can see the joints through the mesh.
03:58And so now by rotating any one of these, I can affect the cylinder.
04:05So now we're going to use just this basic concept in a more complex way to
04:09actually deform an entire character in the next few lessons.
Collapse this transcript
Fitting skeletons to a mesh
00:00Now that we understand some of the basics of skeletons, let's go ahead and start
00:04building a skeleton for this character.
00:06Now I have this little fish model here and let's start drawing a skeleton.
00:11So, I'm wanting to do this in the Orthographic view, so that way we get this pretty square.
00:17So, I'm going to hit my Spacebar and jump out here and I want to be in this
00:21view here, my side view.
00:22So I'm going to hit my Spacebar again and let's go ahead and center this.
00:26So, let's go ahead and start creating a skeleton for this.
00:30Now we can do this under Skeleton using the Joint Tool, or we can press
00:35this button on the Animation shelf, which is again the Joint Tool.
00:39So I'm going to use this because it's a little bit more interactive.
00:42So I'm going to go ahead and select my Joint Tool and now I want to place my first joint.
00:47Now I'm probably going to place this in the area that's not going to deform,
00:51because this is going to be kind of my center point of the fish.
00:54So, I think I'm going to place it right under this eye.
00:58So that's my first joint.
01:00Then, I need to draw basically his spine.
01:03So I'm going to go ahead and click here at this edge loop,
01:08one more time at this edge loop, once more towards the center of the tail,
01:14and then one more time towards the center of the tail fin.
01:19So now that I have this in place, I can continue to build, or if I want,
01:25I can select these and move them to get them exactly the way that I want them.
01:30If they're not exactly straight or if they're not exactly aligned,
01:35I can put them exactly where I want.
01:37Now this certainly isn't going to be the skeleton for the entire fish.
01:40We've got a lot of geometry on the top and bottom of this that still needs to be covered.
01:47So let's go ahead and start with the tail.
01:49I do want to make sure I have control over the tips of this tail.
01:53So I can draw some simple joints to help me with that.
01:57So, I'm going to go ahead and deselect this and then select my Joint Tool again
02:03and then I'm just going to hover this Joint Tool over this last joint in the fin
02:09and then click, and notice how this highlights, because what we're doing now
02:13is we're going to extend this joint.
02:15So I'm going to go ahead and click one more time towards the tip of the tail.
02:20Now we want to do this on the other side, but if I click again, you'll see that,
02:24well, it's just going to extend this joint and that's not what I want.
02:27So I'm going to undo that and let's just go ahead and deselect this and then
02:31reselect the Joint Tool, do this one more time.
02:37So that's kind of the workflow; you deselect and then you reselect the Joint Tool.
02:42So now let's go ahead and start working our way back here.
02:45So I don't need anything here, but I would like to have something to control this top fin.
02:51So again I'm just going to click here and then click once at the base of the fin
02:56and then once at the top and this should give us enough control over the back part of this fin.
03:01But I also want to control this fin as well. So we can do that.
03:06I can go ahead and just again select my Joint Tool, click here, here and here,
03:14and again I'm just really just following this edge loop.
03:17So now that I have this, I should have pretty good control over that top fin.
03:21But we still have the front of the fish, as well as the flippers to deal with.
03:26So I'm going to go ahead and just click here at the very base of this and then
03:33go ahead and click once to get a bone here to control the front part of the head,
03:40Do the same thing here and we've got one more, I would like to get one
03:48for the belly; so again I'm just going to go ahead and create a bone here for the belly.
03:53Now the one thing we haven't gotten to yet is this flipper.
03:56Now what we want to do is actually take a look at this in 3D.
04:00So you can see all the bones I've created are actually in line with the fish.
04:09Now, I've just turned on X-Ray here, so that we can see it, but what I really want
04:13to do is I want to take this and create a bone that actually goes outwards and
04:18goes through the center of this flipper.
04:22So, we probably need to do this in multiple views.
04:25So I'm going to go ahead back into my Fore-view and we're actually going to
04:29do this on the Top and the Side view.
04:33So in the Side view I'm going to go ahead and select my Joint Tool and
04:38just click on this end one here that's right around his chin and again I just
04:43want to make sure that highlights and then I want to click once at the base of the fin
04:48and once again at the end of the fin.
04:52Now let's see what we've got.
04:53I've got a joint chain that goes through the flipper and so now if
04:58I animate this joint, it should move the flipper, and we need to do
05:02the same thing on the other side.
05:04But our fish is symmetrical, so what we can do is we can actually mirror
05:08this joint to the other side.
05:09So all we have to do is choose Skeleton > Mirror Joint, let's go into the Options
05:14and we want to take a look at the plane here, in fact we can probably
05:19see it better in the Front view and you can see that the vertical plane here around
05:23which we want to mirror it, is the YZ plane, so I want to make sure this is on
05:29YZ and go ahead and hit Mirror.
05:33And now that we have that, we've got a complete skeleton for this little fish.
05:40So go ahead and adjust your joints if you need to, but this is the basic
05:45skeleton that we need to animate this fish.
Collapse this transcript
Deforming a mesh using the Skin tool
00:00Now that we have the skeleton set up, we can use it to actually deform the fish
00:05and start to animate it.
00:07So let's go ahead and actually skin this character.
00:11So I need to actually select the skeleton of the character first.
00:15So I need to find out what the root joint of that is,
00:18and it's actually this joint under the eye.
00:21So I need to select that first and then Shift+Select the body of the fish
00:27and once we have that done, we can now skin the character.
00:30So I'm going to go into Skin > Bind Skin and each one of these has a different option.
00:37But for this one, I'm not going to use Rigid or Interactive;
00:41I'm actually going to use Smooth Bind.
00:44And I'm going to go into my Options here.
00:46Now under this, we can bind to Joint hierarchy or just the Selected joints,
00:51and we're going to do Joint hierarchy.
00:53Bind method: Closest distance; we can also do what's called Heat Map which sometimes
00:59works better, but let's just do Closest distance.
01:01We could also do Classic Skinning methods; I'm just going to do Classic Linear.
01:06And then also what we can do is we can dial in the number of Maximum influences.
01:11So how many bones can affect one part of the mesh?
01:15Well, this is actually a pretty simple skeleton.
01:17So I'm actually going to dial this down to about 3, which may eliminate some unwanted effects.
01:23And then we can also institute a Dropoff rate,
01:27how far away does it need to be not to affect the mesh.
01:31And again because this is a fairly small character, I'm going to dial this down
01:35just a bit, now this is an absolute distance, so I'm going to dial this down to about 2.
01:40And then let's go ahead and hit Bind Skin.
01:43Now when I do that, hopefully we'll get some good results.
01:47Now before I start testing this, I want to go ahead and select the mesh
01:51and let's go ahead make sure we actually don't have to select the mesh,
01:55so I'm going actually in my Geometry layer, I'm going to turn this button to R,
01:59so that way I don't accidentally select the mesh and all I am selecting now is the skeleton.
02:03So let's take a look at this.
02:05So I'm going to go ahead and move my tail.
02:08That looks pretty good.
02:09Let's go ahead and move this top fin here, not bad, but you can see how
02:14it's affecting the top of that tail.
02:17Let's go ahead and grab this flipper and see what happens.
02:19Well, as you can see, it's also affecting the body and we need to address that.
02:24So what we need to do is actually start going through and refining this to
02:30make sure that there are no deformation errors.
02:32Now one of the things I like to do is to create a test animation,
02:36so that way I have a number of different poses I can use to test my deformation.
02:42So what I'm going to do is I'm just going to go ahead and select some bones here,
02:47and I'm going to just set a keyframe for those.
02:50So I'm just going to set a key here at frame1 and then I'm just going to move this.
02:55So we can see how it affects the deformation and then I'm going to basically copy
03:01and paste this key back, so that way we have another zero-point.
03:06So basically, I just want to move this out and back and that way when I start
03:11fixing this part of the character, I know what to fix.
03:15And again, we can do the same thing here.
03:17So I'm actually going to go to frame 10 here, set a key for this and then again,
03:23over the course of a couple frames, just move that and as you can see this is being affected.
03:28And then again just copy and paste this key a little bit further down the road,
03:34so that way we again go back to zero.
03:36So now we're moving this, moving this.
03:43As you can see, this is actually affecting this joint here.
03:47So I'm going to go to frame 20 here, set a keyframe for this, move this over,
03:54and again just copy and paste that first key.
03:57So now I've got the fin moving, the tail moving, and the body moving.
04:05We can see how each one of those is affecting areas that it probably shouldn't affect.
04:09Now once I have this little test animation, I can use it to fine-tune and tweak
04:14the deformation which I'll do in the next lesson.
Collapse this transcript
Painting skin weights
00:00At this point, we have some simple deformations on the fish and we also have
00:05some test animations, just so that we can see how that deformation works.
00:11So let's go ahead and play this.
00:15And you can see that when the fin moves, we get the belly of the character kind of moving out.
00:20When the top fin moves, you get this little deformation here on the top edge of that tail,
00:26 and then we also get when the body moves, it's affecting this part of the fin as well.
00:34So we can actually get rid of these by using a number of different tools.
00:38We have a bunch of them under Edit Smooth Skin, but the one we're going to take
00:43a look at is called Paint Skin Weights.
00:45In order to do this, I need to select by mesh.
00:48So I have to go to my Geometry layer and make sure I make it available.
00:53So I'm going to turn off R, make that blank, and that way I can select my mesh.
00:58Now, I'm going to go into Skin and under Paint Skin Weights,
01:02I'm going to select my options here.
01:04Now this may show up in its own little window here; I've got it set up to float.
01:10Now when we do this, you'll see it's a standard paint interface.
01:15Now you may have used this in Sculpt Surfaces or to do 3D Paint.
01:21But it's basically just a brush-type interface.
01:23You can see I've got this brush that moves along my object here,
01:27and if I hit the B key for Brush, I can make that brush bigger or smaller
01:32and I can paint weights for specific joints.
01:37So if I scroll down here, you can see which joint I'm selecting and
01:42if you scroll down a little bit further, you'll get your Paint options.
01:46So do I want to paint this, select it or do what's called Paint Select?
01:51I want to paint it.
01:52And do I want to paint it by replacing the operation? Or do I want to add or do I want to smooth?
01:59And then when I paint this, I'm going to give it a Value and an Opacity.
02:05So the first thing I need to do is understand which joint is affecting
02:08which part of the mesh.
02:10So let's start with this flipper here.
02:12And I know it's going to be in this joint.
02:16Now I wasn't smart enough to name my joints so I kind of have to just poke around
02:20until I find the joint that I want, and I believe this one here is
02:27called, I believe it's joint15 and 16.
02:32So I'm going to select joint15.
02:35As you can see here we've got a falloff.
02:38So when this joint is selected here, its influent shows up in gray.
02:44So white is more influence, black is no influence, so we can see that this
02:50is kind of leaking over to the belly and that's probably why that belly is deforming.
02:55So, what I need to do is make sure I have this joint selected, joint15, and then
03:01I want to paint a zero value on this part of the mesh that's being affected.
03:07So then all I have to do is make sure my brush size is about right by
03:11holding down the B key and then just left-clicking and dragging and I can
03:15actually repaint this mesh to be affected by that joint.
03:23So now you can see it's still affected though.
03:26Well I've got joint16 and you can see how joint16 also has an effect.
03:31So I can go ahead and paint that out and now well, that's pretty close.
03:37Well, I still can probably paint out this, and then select joint15 and you
03:43can see well, yeah, I've got that from joint15.
03:47So now, as you can see I'm just kind of knocking these down just by making sure
03:55I have the joints selected and then just going over that part of the mesh with a zero value.
04:01So you can see here I've got a pretty good control here.
04:06So again, I'm just going to go through here, and so yeah.
04:14Okay, so now we've got a pretty nice selection there.
04:19Now one thing you may also want to do is go into pure Wireframe mode.
04:25Now I've been kind of painting in subdivision surface mode,
04:29but as you can see now we've got no effect on that part of the mesh.
04:33But you can see also I've got a little bit of effect around the eye.
04:37So I want to make sure I don't have any effect from this joint or from this joint.
04:43So I want to make sure that that joint under the eye is not affected. Okay, there we go.
04:50Okay, so let's go over to the top fin and as you can see when this moves,
04:56it's affecting this whole top part here.
04:59So I need to again, figure out which joint this is.
05:03Okay, so it's joint8 and joint9. So you can see here, joint8 has a pretty
05:09significant effect on this part of the mesh, but it also has a little bit of an effect here.
05:15So let's go ahead and just paint this out and again I've got this on zero,
05:20making sure I have this joint selected and I'm just blasting these with zero values here.
05:26Okay, that's pretty good.
05:32So now we've got one more.
05:34So we've got this one affecting these fins and you can see how that's affecting
05:40kind of the tips of this fin.
05:42So I just want to go ahead and make sure I understand which joint that is.
05:49So is that joint3? I believe that is.
05:51So it's joint3 that's affecting it.
05:54So I want to make sure I just paint this part of the fin black, okay.
05:59So I'm just painting it black.
06:05Okay, so now I should have this.
06:14So once I have that, yeah, okay well, I've still got some effect there,
06:18I just want to make sure I get those out, there we go. That's pretty close, okay.
06:24There, I could probably touch this up a little bit more, but let's go ahead for
06:30the sake of time, just say that this works.
06:33So now once I have everything painted out, I've only got this done for one side,
06:40which is the left side.
06:41So if I went over to this right side here, you can see as I move this,
06:46I'm still getting that same effect.
06:48But we don't have to duplicate our effort, we can just mirror our Skin Weights.
06:52So I'm going to go into Skin > Edit Smooth Skin > Mirror Skin Weights.
06:58I'm going to go ahead and select my Options here and I want to mirror across
07:03the YZ plane and hit Mirror.
07:09When I do that, you can see how now this doesn't get affected.
07:15So now I have a pretty good little fish.
07:20So now all I have to do is go through and select all of my little animation here,
07:24and just go ahead and delete them.
07:28So I'm going to go ahead and delete all my keyframes for all of these
07:32different parts of the fish.
07:36So now I have a fish that's ready to go.
Collapse this transcript
Animating skeletons
00:00Now that we have our deformations in place, let's go ahead and animate our fish.
00:05Now before we do this, again I'm going to restrict selection of geometry.
00:11So I'm going to go ahead over to the Geometry layer and we're just going to
00:15go ahead and turn it to R, so that way I don't accidentally select anything.
00:19And probably the easiest way to do this is to x-ray my joints.
00:23So, I'm going to go into Shading and do X-Ray Joints, which allows me to see both
00:29the mesh and the joints within that mesh.
00:32Now in order to animate this, we need to start with the root node, which is
00:38this little bone here under the character's eye.
00:41So if I want, I can take that and use that to animate.
00:47Let's just go ahead and make him just swim a little bit.
00:50So I'm going to go ahead and bring him back to frame 1 and at frame 1,
00:56I'm going to set a keyframe for the fish.
01:01And then I'm going to move over to frame 48 and just kind of move him forward.
01:06So now, he's kind of just doing this.
01:13But we need to get him swimming.
01:15So typically he's going to already be swimming.
01:19So I'm going to rotate him just a little bit this way and then just
01:25rotate the tail in the opposite way.
01:28So I'm going to go ahead and rotate this.
01:31Hit S to set a key, select this bone, rotate it, hit S to set a key and let's
01:40go ahead and select the flippers, set a keyframe for this one and this one.
01:50So now that we have keys for all of these, we can start doing a bit of animation.
01:56So I'm just going to go halfway through and I'm going to basically just
02:02undo this and make it the opposite.
02:04So now I've got this rotated here, frame 24, it's rotated at -26.
02:08I'm just going to take that negative sign away.
02:11I'm going to make it +26.197.
02:14And I'm actually going to do the same for this one.
02:18This is 28, well let's make it -28 and let's make this one 13, let's make this -13.
02:27So basically, I'm just making this the opposite.
02:30So now you can see how it's kind of going from there to there and we can do the same here.
02:36I can actually Shift+Select each of these joints. I can copy and paste these
02:50and then let's go ahead and select this top joint here which already has some
02:54keyframes and let's just go ahead and make that negative again.
02:57So now you can see how the fish is kind of just moving.
03:05So if we animate this, that's, I think that's pretty good, but obviously
03:11we can probably do a little bit more.
03:13But let's go ahead and just play with the flippers for a little bit.
03:16So let's go ahead and just make his flipper come out here.
03:23Then as he swims forward, it kind of comes in to there and then we can also make it
03:31go like this and then come back down.
03:36And we can do the same for the other side here.
03:39We'll open it up and again flip.
03:43So basically what I'm doing here is I'm just animating the bones directly and
03:48by doing that, I can in turn deform the mesh of the fish.
03:55Now we can go through this and really go to town with this, but this is just
04:00a simple demo of how this would work.
04:04And so as you can see we can get now deformation of the fish.
Collapse this transcript
Conclusion
Goodbye
00:00So that's just about it for Maya Essentials 5: Animation Tools.
00:05So hopefully, you've learned a little bit about animation in this class and
00:09can use it for your future projects.
00:12So with that, I'll say goodbye for lynda.com.
Collapse this transcript


Suggested courses to watch next:

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