Introduction to Animation in Maya 2008

Learn the essentials of animation and creative methods for using Maya's animation tools. Software required: Maya 8 and up (Maya 2008 required to open project files).
Course info
Level
Beginner
Updated
Jan 10, 2008
Duration
5h 31m
Table of contents
Introduction and Project Overview
Introduction to Animation in Maya 2008
Overview of Maya's Playback Controls 7m Exploring Maya's Animation Preferences (Part 1) 9m Exploring Maya's Animation Preferences (Part 2) 10m Various Ways to Set Key-frames in Maya 10m Speeding up the Key-frame Process with Auto-key 7m Utilizing the Set Key Tool to Generate Keys 8m Manipulating Key-frames on the Timeline 7m Middle Mouse Button Dragging on the Timeline 4m Using Display Key Ticks / Copying and Pasting Keys on the Timeline 7m Delving into the Graph Editor 14m Deleting Key-frames in the Graph Editor 8m Scaling Keys in the Graph Editor 11m Using Maya's Copy and Paste Keys Tool 12m Pasting Key-frame Data to Other Objects 2m Adjusting How Our Function Curves (F-curves) Interpolate 12m Working with Buffer Curves 6m Modifying Tangent Handles for Fine-tuning Animation 10m Breaking Tangent Handles 5m Adding Moving Holds in Animation Using Weighted Tangency 8m Setting Keys on Animated Attributes While Preserving F-curve Interpolation 5m Using Set Breakdown to Proportionally Move Key-frames Along Maya's Timeline 5m Exploring the Graph Editor Toolbar 13m Ghosting Animation Sequences 8m Cycling Animation in Maya for Efficiency (Part 1) 9m Cycling Animation in Maya for Efficiency (Part 2) 3m Animating Seamless Cycles 9m Animating Objects Along a Motion Path 15m Baking Animation to Regain Control Over Each Animated Attribute 6m Optimizing Animation Data While Preserving Motion 11m Using Character Sets to Organize Key-frames and to Animate Efficiently 7m Generating Animation Clips via Maya's Trax Editor for Efficiency 12m Utilizing the Trax Editor to Blend Animation Clips 6m Controlling Attributes with Set Driven Keys 8m Setting up Driven Key Relationships with Custom Attributes 5m Overview of the Dope Sheet 8m Animating with Constraints 8m Creating Turntables Quickly in Maya 4m Understanding Maya's Animation Node 8m Previewing Animations in Real-time with Playblasts 7m Render Setting for Outputting Image Sequences 8m
Description
Course info
Level
Beginner
Updated
Jan 10, 2008
Duration
5h 31m
Description

Learn the essentials of animation and creative methods for using Maya's animation tools. Contains over 5 hours of project-based training for aspiring animators and experienced artists seeking a refresher. Popular highlights include: Overview of Animation Tools; Manipulating Animation in Graph Editor; Ghosting Animation; Exploring Various Cycle Options; Editing Keys; Modifying Tangent Handles; Set Driven Keys; Creating Turn Tables; Outputting Animation for Preview; Copying and Pasting Key frames; Animation Curve Node; Dope Sheet; Motion Paths; Seamlessly Cycling Animation; Holding Current Keys; Insert Keys Tool; Breaking Tangents for Weight; Optimizing Key Frame Data; Animating with Constraints; Overview of Trax Editor; Fine-tuning Function Curves; Baking Animation Data; Simplifying Function Curves; Breakdown Keys; Buffer Function Curves. Software required: Maya 8 and up (Maya 2008 required to open project files).

About the author
About the author

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.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hello and welcome to Introduction to Animation in My Represented by Digital Tutors and Auto Desk authorized publisher. My name's Delano and I'll be your instructor as we go through the process of animating in mind, Our goal in this training is to go through the basics of animating am I and become familiar with a wide range of Maya's animation tools that allows the work creatively and efficiently. Before one can animate the hero character of a summer blockbuster, they have to first have a solid foundation and a a understanding of the fundamentals of animating that brain characters and even inanimate objects to life. So with that objective in mind will cover everything from choosing the right animation settings and various ways. We can set key frames to exploring path animation and how we can take its data, clean it up and blend it with other animations non linearly. We'll look into how we can manipulate key frames from the timeline more effectively will dive into features like the graph editor and dope sheet. For more efficient animation tweaks. We'll explore various methods for cycling options and discuss techniques for seamlessly cycling animation. We've got a ton off exciting information in store for you that is going to make animation fun, process to learn and very enjoyable. So with that said, Let's go ahead and get started with our first scene, and this first lesson will take time to get familiar with some of Maya's timeline of controls. This lesson is called 01 and it's located in The Incremental Saves folder found in the Project File's directory on this training disc. Now to start out, let's just go up to show left, left, click on show and we'll unchecked Great. Just we could see a wider view of the object that we're gonna be working with in this training. It's really cool ship that was prepared for us by Justin and Kyle. Now, if we bring our attention down to the bottom of Maya, we can see these numbers in sequence. This is Maya's timeline. This is very important. To know what this allows us to do is see the time of our animation based off of frames, okay, and the numbers that we see here are basically our frame count that we're working with throughout this range. Now, if you're not too familiar with what a frame is, it essentially holds our key frame data. So if we were to go ahead and click on this halo around this ship, we can see this red market frame 30. And there's also one by frame, one which will get too. But this red mark indicates our key frame. And what a key frame is is, uh, it basically stores our position of our object in time. So if we want to get to frame 30 we could simply left mouse button, click on frame 30 on the number 30 and notice we're able to change the position off our ship based off of the key frames that we have within this Ah, animation here. So if we want to also notice how we have this key on from one, So if we want to get to frame, one could simply go ahead and click on it. Left months, One click. Now, another option we have on the timeline is to hold the left, must one on it and drag back and forth. Now, what that allows us to do is basically play our animation by the speed we indicate as we scrub back and forth. So that's very cool to know. This basically helps us to study our animation and see how it is flowing. So we can know what type of adjustments we need to make, if any. So that's how we scrub on the timeline and how we select different frames. Now, as far as how this object is interpolated in time from frames 12 30. Okay, we're going to get to those things a little bit later, okay? We'll get to understanding how we could just have two keys but still have so much motion going on from frames 12 30. But essentially, let's just go ahead and focus more on our timeline and things that are in relation to the timeline that we need to know to start out with. So now if we look to the right of our timeline going to the adjacent text field right next to it, we can see the number 30 what this basically does. This text field is allows us to see our current time, and we're also able to set our current time from it. So notice if we land on frame 34 left, must one click on it. Notice we can see a value of 30 in our current frank current time text field, same as if we go to frame 20 or frame 14 for that matter. And we're also again able to specify whatever frame we like to be on in this range or even out of this range. So if we wanted to be on frame, that's a four can go ahead and type that in just one frame for now. Or even if we wanted to be on frame 50 we could go out and type that in and notice. Even though we don't see the marker on the timeline that black mark that indicated which frame we're on, we're still able to get to that frame. So I'm just gonna go ahead and bring this back to one so we could see that marker here. So if you're if you're curious, that's exactly what this black mark allows us to do it. Just see whatever frame that we're lying on in our sequence. Now, if we bring our attention to the bottom here, okay, or even to the the text fields that are also located at the bottom of our timeline, we're able to see ah basically numbers that indicate our start time, our playback start time and then skipping over the bar. We'll get to that a little bit later, but going right to the next ___ fields, we see our playback and time and hour and time. So what these allow us to do going to the start again, as allows us to basically change our global and time for our what we see in our view port. Now this is different from our render settings if we were to render out this animation sequence, but we're going to get to those things later on in the training. So important thing to note here. This is really just for what we see in our work space. So if we wanted to change our start time to, let's say value of four, we can go ahead and do that and also noticed that our number updates for our playback start time. Now what does this do? This essentially does what it says. It allows us to see our range, Kate, based off of whatever number we indicate here. So let's see if we even wanted to go to AA value of 10. If we wanted to go to frame 10 for our playback Start time notice what happens if we're going to type that in notice? Now we can only see our range from frames 10 toe whatever we specify here at our and time frame 40. So that's very important to note. Sometimes you're gonna want to adjust that just to really study a section of your animation and notice if we go right next to it. If we look at this bar, it has also updated what this bar is our range slider and that essentially does what it says it's going to do. It allows us to see the range of our animation by whatever we have specified. So right now we have a range set to 10. And if you also notice, we can see in white text that there's a number nets to this blocks here on the range slider looking to the left that also says ringtone. So that also tells us our frame. Now, if we go ahead and left Moscow and click on that box notice, we can select it. And now let's go ahead and try dragging it to our left notice. We're able to drag right back toe, whatever number we specify from our start time. So that's really cool. Now, if we dragged right back to frame 10 for example, and noticed that we see this gap here indicating that even though arm Frampton we have some more space to work with until we get to our start timeframe for notice Now that gap is gone when we get there. All right now again, scrubbing back. Let's see if we wanted to quickly get to whatever number we specified in our start time. One thing we could do is just double click on a rain slider and notice that's going to take us right back to frame for whatever number we have indicated an hour start time text field. Now, one thing important to note that if we go ahead and double click it again, it's going to bring us back to what value we specified from our from dragging it. So notice where at frame 11. But if we were to change this to frame 20 for that matter and double quick notice, okay, it's gonna bring us to frame for it, but if we double click again, it's not going to bring us to frame 11 but to frame 20. Okay, so it's just one undoing Redo. We can get from double looking this rain slider, but I'm just gonna go ahead and bring our time back to value of one. We could always go ahead and put it in a start time. First, just put in a value of one and then we can even update our playback start time or if we want to bring it back to a value of one quicker. Conceivably goto our playback. Start time and put in a value of one from it. All right, Wonderful. So notice now. Our start time also updates. Now bring our attention to the next text fields right next to our range lighter to the right. So this this 1st 1 essentially is our playback and time. So again, just is what we're seeing from our playback. Start time forward to scrub holding this box now two closest to it to the right of our range bar or rain slider. Then see that all right now, we're only going to be able to view our animation from frame one. Whatever we have specified for our start time, all the way to whatever number we moved from our rain slider K towards the end. All right. And again, it works just like how it worked for the start time. If we want to go back to frame 40 could simply go ahead and double cook that or type it in within our playback text field. Okay. And again, this is our time text field, so we can even set that to a value of 50. And also we have some space in here to work with until we get all the way to 50 for a range. So those air really some really cool things to note about our rain slider? With it, we can again study ah section of our animation to see what tweaks we may need to make if any. All right. But I'm just gonna bring everything back to the default we have here, and I'm also going to stop the lesson here. In the next lesson, we're going to get to our playback controls