Join George Maestri for an in-depth discussion in this video Anticipating the jump, part of Animating Cartoon Characters in Maya.
- Now we have the first part of this sequence complete.…We have the character walking.…And the second part of this…is to have the character jump…and settle into the pose.…Now I've limited the number of frames here to 34,…but I'm gonna go ahead and extend this…so that we get the full 60 frames.…So I'm gonna extend it out to 61,…and you can see that the character steps in,…plants his feet right here,…and then he jumps and lands.…Well the jump and the land…really aren't that great at this point,…but we'll go ahead and fix that.…
So the first thing I want to do…is I want to get him ready to do that jump.…Now when a character does a jump,…he needs to get his body as low as possible…and to bend the knees as much as possible.…This allows for the legs to extend…through their full range of motion…and give him as much power as we can.…And this can also add contrast to the animation.…So if he goes really low at the beginning,…then when he stretches up,…you're gonna have a little bit more visual contrast…in the scene, and that will help it to read better.…
- Working out the walk timing
- Blocking out footsteps
- Animating the character's walk
- Animating a jump, including the landing and follow-through
- Blocking out and timing poses
- Creating facial expressions
- Animating a quick exit
- Adding lights
- Rendering in Maya
Skill Level Intermediate
Rigging a Cartoon Character in Mayawith George Maestri2h 34m Intermediate
1. Animating a Cartoon Walk
2. Straight Ahead: Creating a Jump
3. Pose to Pose: Animating Changes in Mood
4. Animating a Zip Out
5. Finalizing and Rendering
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