INTRODUCTION

Below you will find a list of the video lectures that will enable you to learn the art of 3D Animation using the Layered Method, through practical and effective examples. Each lesson comes with 3D models, downloadable animated scenes and practical exercises to improve your skills.

LESSON 01

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01 A LAMP AND A BALL – PART 1

In this first lesson we will have a look at some basic tools to start taking the first steps in the world of animation.

DEMO LESSON >>

02 A LAMP AND A BALL – PART 2

In the second part of the lesson we will animate the lamp interacting with the ball and start familiarizing with the Graph Editor.

DEMO LESSON >>

03 THE GRAPH EDITOR

The Graph Editor is an essential tool every animator should master. In this video we will study its characteristics by creating an animation without using the viewport.

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04 THE BOUNCING BALL

The Bouncing Ball exercise is an animation classic every animator should be able to perform perfectly. Later on we will understand that everything we animate is somehow related to the simple ball that bounces

DEMO LESSON >>

05 ANIMATING A PENDULUM

Another animation classic. When animating the pendulum we learn to manage all the overlapping movements, from the simplest to most complex.

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06 A BALL AND HIS TAIL -PART 1

We will animate a jumping ball with a tail. In this first part we will manage the movement of the ball only through Anticipation and Squash & Stretch.

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07 A BALL AND HIS TAIL -PART 2

We go on with the jump exercise and add the tail movement and overlap by copying, pasting and phase shifting the curve in the Graph Editor.

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08 THE LAMP JUMP

In this lesson we will animate a lamp and make it jump like the famous Pixar lamp does. Here we will focus on Timing and Overlap.

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09 MOTION TRAIL

Maya offers a very useful tool to trace the arcs, which are the pathways followed by moving objects. A visible trace of such pathways allows us to create more fluid animations.

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10 WALKING CYCLES -LAYERED P.1

We study a generic walking cycle of a character and start animating it by using the layered method. In this first part we will focus only on the pelvis, the point where the movement begins.

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11 WALKING CYCLES -LAYERED P.2

Let’s now animate the legs: first studying the main poses and working on one of the two, then copying and pasting the result to the other to complete the animation.

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12 IK VS FK

We analyse the difference between a system of bones in inverse kinematics (IK) and in forward kinematics (FK) and learn how to choose the most suitable method according to the shot we’re animating.

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13 WALKING CYCLES -POSE TO POSE 1

Let’s move back to the generic walking cycle and try the Pose to Pose animation to find the differences with the Layered method. In this first part we will deal with the main poses design.

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14 WALKING CYCLES -POSE TO POSE 2

Let’s move from the blocking to the splining phase to complete the walking cycle animation and see how to manage the Splines in the Graph Editor.

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15 FULL BODY RUN – p.1

We animate a running in place cycle by using the layered method. We first work on the shot planning and then start animating the pelvis.

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16 FULL BODY RUN – p.2

We add the movement of legs and feet, then follow our planning to have a clear view of the main poses we want the animation to achieve.

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17 FULL BODY RUN – p.3

To complete the running cycle we add the arms and hands movement and see how to make them work consistently with the torso and the legs.

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18 CONSTRAINTS – p.1

In Character Animation it’s often necessary to connect some objects to each other so that one follows the movement of the other. Here we see various Constraint techniques that can be used.

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19 CONSTRAINTS – p.2

In this second lesson about Constraints we will see how to animate an object connected to a hand through Groups and Parent Constraint.

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20 CONSTRAINTS – p.3

In the last lesson about Constraints we will see how to deal with a character holding an object with 2 hands or with one throwing it from hand to hand.

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21 THE SOLDIER – p.1

In this lesson we will create the animation of a video game soldier performing an action. In the first of the 3 videos we will manage the objects setup.

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22 THE SOLDIER  – p.2

After setting up the necessary objects, we begin animating the video game soldier starting from the lower part of the body.

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23 THE SOLDIER – p.3

In this lesson we will animate the upper part of the body and complete the soldier animation.

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24 HAND POSING

In this lesson we will study the hands animation to add appeal to our poses and movements.

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COMING SOON

25 HAND ANIMATION

In this lesson we will study the hands animation to add appeal to our poses and movements.

[ Available within the next weeks ]

26 BLINKS 

In this lesson we will study facial expressions.

[ Available within the next weeks ]

27 FACIAL EXPRESSIONS – p.1

In this lesson we will study facial expressions.

[ Available within the next weeks ]

28 FACIAL EXPRESSIONS – p.2

In this lesson we will study lip sync.

[ Available within the next weeks ]

29 LIP SYNC – p.1

In this lesson we will study lip sync.

[ Available within the next weeks ]

30 LIP SYNC – p.2

In this lesson we will study lip sync.

[ Available within the next weeks ]

31 QUADRUPED WALK – p.1

In this lesson we will animate a walking quadruped and see the differences and the similarities with the biped we have been studying previously.

[ Available within the next weeks ]

32 QUADRUPED WALK – p.2

In this lesson we will animate a walking quadruped and see the differences and the similarities with the biped we have been studying previously.

[ Available within the next weeks ]

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