Learn an artist-friendly workflow to creature animation in Maya. Contains over 4 hours of project-based training for character animators learning new methods of animating multi-limbed creatures. Popular highlights include: Animating Hexapedal Creatures; Tips for Animating Insect Legs; Adding Energy for Appealing Movement; Using Pose to Pose and Straight Ahead to Block in Animation; Convincingly Animating Antennas; Follow-through; Overlapping; Weight; Anticipation; Establishing Timing for an Attacking Creature; Fine-tuning Motion With the Graph Editor; Adding In-betweens to Control Spacing; Animating in Sections for a Faster Workflow; MEL Scripting for Animation. Software required: Maya 8.5 and up.
Delano works avidly as an animation author at Pluralsight. Starting his career at animation studios like Shilo, Delano has developed a strong passion for his talents. His animation and rigging background help him teach and create some of the most-watched training on Pluralsight.
Introduction and Project Overview [Autogenerated] hi and welcome to animating creatures in Maya insects presented by digital tutors and honored s authorized publisher. My name's Delano and I'll be taking you through the process of animating an insect we rigged in the creature rigging in Maya insects. Training the movements of insects are something that can be very challenging to recreate in the animation. Therefore, our goal in this training is to go through the process of animating a multi Limbe creature so that it performs in a way that is natural and entertaining. And this project we learned tips for admitting insect legs. How to add energy for appealing movement, animating in sections for more efficient workflow, establishing the sense of the creature's skill through the use of timing and secondary Wait as well as many other techniques that I need to be taken into consideration when animating a realistic insect. So let's get right in and start by going over the rig we're going to use before we quickly move into preparing our scene for the animation. At first like to start by saying that if you've already built the rig, you can move on to the next lesson where we get into preparing our scene for animation. Now this creature has a normal Matt baked into it. To see this, you'd want to go to render in the view port and simply switch this to high quality. From there you can hit six on the key ward to view the texture. Now, as far as the controls themselves, we wanted to focus on giving the animator most amount of flexibility he or she would need, but at the same time establishing visual limiters that would indicate when the control has been extended too far. We also discussed setting up broken hierarchies. So right now, this control is being driven by the back door ax control. And if we wanted to, we could go to the front control and switch. It's followed toe world. And then we have the ability to have this front control act independently from the back. So those are just some of the topics that we discuss. We have a middle control here for for some extra functionality, we have a Patil control. We also discuss building or setting up like a change to avoid flipping. And we said that up on this gaster now going to the Gaster you'll notice that we have the sting attribute that allows us to control the stings. Basically active nous. So we've also set it up so that it appears to be pushed out of the gaster. And then this control also manipulates the rotation of the sting. The legs and pretty much the extremities have been built using the spring I case over, as that would be better for an insect. We have poll director controls for the legs, and if you notice we do have these boxes inside of the position controls, and these are basically the orientation controls for the claws and then for the mandibles. We have custom attributes and used to manipulate them so we could get some chomping action. We have intended controls, and that's really just about it as faras the insects functionality. Now this top control this is the center of gravity. Control can be moved and rotated, and when you're ready to render, we have a switch called level and we can switch this from low to high. So low would be for animating high would be, too. Render this creature and also to note about rendering on the dorks controls. You'll see that we have a Prem vis which that allows us to turn off the material tie to the control again for rendering. Okay. But that's again about it for the rig. With all of these things said and done, we're ready to move on to the next lesson where we begin preparing our scene for animation.