3D Animation Basics 03 – Run – Clear the Gap and Fight by 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/
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.
๐ฏ 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
โ 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
๐ 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.
๐งโ๐ 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
๐งโ๐ซ 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.
๐ 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.

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