Duration:23 h 59 m
WHAT IS A 3D ANIMATOR
A 3D animator is a specialist who makes three-dimensional objects and characters move. How the character looks depends on the artist, but how he will behave in motion is already decided by the 3D animator. It may seem to some that 3D animation is not a very creative activity. If the character has already been drawn and modeled before you, you don’t have much room to maneuver. But in fact, everything is much more interesting: with the help of animation of the same model, you can give a completely different character. For example, a monster can be brave and bloodthirsty, or indecisive and cowardly – you decide.
Our goal is not just to introduce you to 3D animation and software, but to teach you how to solve real problems that you will encounter in your work. We’ll start with a simple animation and convey character through movement. Then we will complicate it to attack animation, getting up from a chair, death, and much more. You will learn how to work with physics, constraints and splines. Already during the course of the program, you will gain knowledge and a portfolio that will allow you to work on mobile and indie games and take freelance orders. And by the end you will become a real specialist, ready to work on almost any project.
You will learn:
- Plan and create complex animation scenes involving multiple characters;
- Animate combo attacks, rolls, walks and runs, reloads, and more;
- Create animations for QTE scenes and first-person animations;
- Work with Motion Capture and integrate animations into Unreal Engine;
- You will learn about the tools and method of writing helper scripts for animation.
WHO THIS PROGRAM IS FOR
- For those who dream of becoming a 3D animator, but have never done it. We will start from the basics – everything will be clear even to a beginner.
- For those who are interested in animation, but want to make it their profession and work on games. We will tell you about all the intricacies of the specialty and teach you everything you need to work in the studio – even on large projects.
- For 3D artists who want to learn how to animate their models.
- For developers who want to create their own animations for their projects.
- A whole year of study and 72 lectures;
- Instructor: Alexander Magomedov, Senior Character Animator at Saber Interactive. Worked on Quake Champions, World War Z and Mortal Shell;
- Start from scratch, become a professional 3D animator;
- Learn to perform any, even the most complex tasks;
- Get an impressive portfolio of animated characters and scenes as you progress.
WHAT IS THE “YEAR PROGRAM”
We are launching a new format – an annual program. This is a comprehensive course in which you will master a certain profession – from the very basics to deep immersion in the profession. You will receive a comprehensive set of knowledge and go from a beginner to a professional who could hardly have passed with the help of “standard”, short courses. The annual program “3D Animation for Games” consists of three consecutive blocks that complement each other and become more complex as you progress. After completing this program, you will grow to the level of middle within a year. And if you set such a goal, then with a high probability you will be able to start taking orders for freelancing or find a job already during training.
HERE IS A COMPLETE LIST OF WHAT YOU WILL DO ON THE PROGRAM:
- In the first block: a bouncing ball, a pendulum, a ball with a tail (squirrel), a walking ball, a bouncing plant or a bag.
- In the second block: idle animation of the character, animations of walking, attack, hit, death, exercises on the horizontal bar.
- In the third block: walks in different directions, animations of running, jumping, rolling, pushing objects, as well as a combat scene.
Upon completion of the program, you will have all the knowledge and skills needed to work as a 3D animator in a game studio: you will be able to animate almost any action and create complex combos and entire scenes. After going through the entire program and spending enough effort and free time on it, your skills will be enough to get a job in a game studio – you can even reach the level of middle.
CURRICULUM OF TRAINING
You are waiting for 36 lectures, which are divided into three consecutive blocks. Each week you will take one lesson, which consists of a theoretical and practical part. At the end of each topic there will be a task, the completion of which is given from 2 to 5 days.
Here you will learn the basics of animation, without which it is impossible to move on. You will learn how to use timing and spacing, the two main elements of animation, to convey the character of an object through animation.
The block consists of 12 lectures:
- An introduction to the basic principles of animation and an introduction to the Maya toolkit.
- Timing and spacing. The two basic animation elements that pass the property of an object.
- Clear drawing, clear poses, attractiveness. Conveying the “character” of an object through a sketch.
- Overlap. Lagging animation.
- Preparing the animation and revisiting it.
- Elaboration of preparation and overlap. Complicate and create a combined animation.
- Blocking and spline character scenes.
- Exaggeration/exaggeration, action lines.
- “Straight ahead” and “from pose to pose”.
- Stage, secondary movement and breakdowns.
- Learning how to shoot references.
- Parse references. Planning is an addition.
In this block, quite complex and interesting tasks are already waiting for you: full-fledged 3D characters and complex animations. This is not “aerobatics” yet, but there is already room for creativity.
The block consists of 12 lectures:
- Idle animation. We analyze the types of idls. Let’s start planning the attack animation.
- Walk animation. Different gaits depending on the properties of the character: woman, man, crouching, etc.
- Sitting on a chair and standing up. Working with constraints and binding types.
- Animation of the character on the horizontal bar. We understand how to work with a displaced fulcrum. What is Reverse Hierarchy.
- Blocking the attack animation. Working with references.
- Bind the weapon to the attacking character. Rigging basics.
- Attack spline and hit animation. Learning to retime.
- We animate fabrics and dangling objects – rags, chains, hair, etc. Working with layers.
- Death animation. We make combos of animations – if you have time to get to that.
- We continue to make the death animation. Learning to work with locators and make scripts out of it.
- We continue to create combos from animations. Understanding how the human body works.
- Combo finalization and polishing.
In this block, animate the interaction between several characters, create complex animation combos, work with motion capture, and cope with almost any task that a 3D animator can face.
The block consists of 12 lectures:
- Walking. Learn how to animate movement in 8 directions; stylized walking; walking with and without weapons.
- Jogging and sprinting – we analyze examples and do it ourselves. Sketching the fight scene.
- Starts and stops for walking and running in all directions. We continue to work on the battle scene and make the second stage of the layout.
- Jump with and without weapons. Learning to use physics in animation. We block the main scene with an emphasis on the leading character.
- Jumping from a place and on the run. Making a battle scene spline.
- Roll – parse references and animate. Polishing the fight scene.
- Run to cover.
- Transitions between shelters. We continue to work on the fight scene – or start a new one.
- Climbing up, moving along the wall to the right and left. Draw, put away and change weapons.
- Pushing objects and pulling objects towards themselves – on the example of a cube and a ball. We make a lift and a push up.
- First person animations: idle, walk, run, sprint, jump and reload. Learning to process motion capture data.
- Preparing the character for integration into the engine and integrating it into the Unreal Engine.