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3D Animation Basics 03 – Run – Clear the Gap and Fight by Jorge Vigara

3D Animation Basics 03 – Run – Clear the Gap and Fight by Jorge Vigara

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Author:Jorge Vigara

Actual Duration:11h 48m

Release date:2022

Publisher:Animawarriors

Skill level:Beginner

Language:English

Exercise files:Yes

Software:Maya

Course URL:https://www.animawarriors.com/

Animate a full action beat - run, jump a gap, land straight into a fight - with real weight and snap.

Forget looping run cycles on the spot. This one is about getting a character from A to B and making it hurt – in a good way. You run, you clear a gap, you land and throw down, all in one continuous shot.

๐ŸŽฏ What you’ll learn

  • How to block a forward-moving run with real weight and balance
  • How to plan anticipation, launch, hangtime, and landing for a gap jump
  • How to carry landing momentum straight into fight choreography
  • How to pick clean controllers and avoid counter-animating your run
  • How timing and spacing changes turn the same pose fearful, desperate, or aggressive

โœ… Requirements

  • Skills: Basic posing and keyframing, understanding of timing and spacing fundamentals
  • Tools: Maya or any 3D animation package with a biped rig, 3-button mouse
  • Hardware: PC capable of running 3D viewport playback, 16GB+ RAM recommended

๐Ÿ“ Description

This isn’t an isolated cycle exercise. You get one shot with a start, middle, and payoff. Run in, jump the gap, land, fight. That structure forces you to think like a shot-maker, not just a cycler. You learn how to keep forward momentum believable across cuts in motion, and how to sell weight when the ground disappears and comes back fast.

Sam keeps it super practical. He shows his controller choices up front – when to stay on root control, when to use IK/FK switching, and how to block so you don’t fight your own rig later. Then it’s all about breakdowns. Not fancy inbetweens, but smart breakdowns that define arcs, favor, and physical logic. You’ll act stuff out, film yourself, and steal those little overshoots and settles your body does for free.

The other big win is emotion through tempo. Same pose, different spacing, totally different read. Tighten the frames and it feels panicked. Hang on it a bit longer and it feels angry and loaded. That link between timing and spacing and intent is what makes action feel directed instead of just fast.

๐Ÿง‘โ€๐ŸŽ“ Who this course is for

  • Beginners who can pose and key but struggle to make runs and jumps feel grounded
  • Animators who want to tackle their first multi-stage action shot with run-to-fight transition

๐Ÿง‘โ€๐Ÿซ About the Author

Course taught by Sam Surplice, animator at Sony Imageworks with solid feature animation mileage. He breaks down high-energy mechanics in a no-nonsense way, straight from production. The series is hosted on Animawarriors, the training platform founded by Jorge Vigara focused on practical character performance.

๐Ÿ Final Result

  • A finished narrative action shot: character runs in, leaps a gap, lands with impact, and flows directly into a fight move – ready for your reel.
Curriculum

๐Ÿ“‹ Course content

  1. Module 1:  The Run – Forward Body Mechanics
    • Setting Up Controllers for a Clean Run
    • Blocking Forward Weight and Balance
    • Polishing Arcs, Overshoots, and Stride
  2. Module 2:  Clear the Gap – Jump Mechanics
    • Anticipation and Launch
    • Hangtime and Air Pose
    • Landing Impact and Weight Settle
  3. Module 3:  The Fight – Transition Into Combat
    • Carrying Momentum From Landing to Attack
    • Timing and Spacing for Hits and Force
    • Using Body Reference for Natural Transitions
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