Join George Maestri for an in-depth discussion in this video Working out the basic timing, part of Animating Cartoon Characters in Maya.
- We're going to start off by blocking…out the first shot in the scene.…So shot one has the character walk in,…take a small leap, and then he comes into a pose.…Now all of this has to happen within a set number of frames.…Typically, when you animate in production,…you're going to get a shot, but you're also have a fixed…number of frames in which to create that shot.…And this is usually determined by the director.…So in this case, we have 60 frames to work with.…We're going to start on frame one, and end on frame 61.…
We're going to start on frame one, and end on frame 61.…Now in that time, the character has to…come into scene and hit the pose.…So one of the first things I want to do is…just get a sense for how far this character…needs to move in order to hit his mark.…So I'm just going to do a disposable animation.…I'm going to start with this character in this position,…and I'm just going to grab the main node of that character.…And then I'm going to scrub forward to a few frames…before the end, about four to six frames before the end,…
- 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
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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