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MackleyStudios - Autodesk Maya Mythical Creature Animation
MackleyStudios - Autodesk Maya Mythical Creature Animation
Duration 4h 39m Project Files Included MP4

Creature Animators are in demand. This course teaches you how to develop your own creature animations.

"MackleyStudios - Autodesk Maya Mythical Creature Animation"

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Chris Tedin presents the first in a series of creature animation and walks you through how to animate a dragon rig in Autodesk Maya.

Im excited to present to you guys the first in a series of creature animation, specifically, Mythical Creature Animation. The demand for creature animators is growing and will continue to rise. As motion capture tends to take over a lot of the biped stop-animation, creature animation and animal animation is going to remain steady.

So were going to look at the dragon, and look at it with a combination of quadruped animation and winged characters. So well start with the basic structure of the wing and how it operates. Well do some real basic studies by making ourselves a simple geometric object and look at the structure of the wing, animate, set key-frames, and set pose-to-pose animation. Well look at references, like large birds a crane as an example well slow down the flight to make the size even larger and make it seem like a larger character. Well continue to look at those references and go back to the creature and use that to guide us in the discovery of the dragons animation.

From there, well start with pose-to-pose, looking not at the timing, but the entire characters poses, not just the wings, but the body, the tail, the head, and the feet. Well do overlapping animation. Well go over how the animation flows through the character, looking at the interpolation curves: getting all the characters motion smooth where it needs to be smooth and getting it more dynamic where it needs to be dynamic. Well also look at arc-motion and different tools inside of Maya to guide arc-motion. With this, well do an entire flight cycle that can be repeated and used inside of game animation, etc.

Well move from there on to a landing of a character, taking what we learned from the flight cycle and taking it onto a landing character, which is a lot more complex. Every pose is going to be different and there is no cycle that we can apply to every approach. Were going to go over how the character lands the physicality of the character. Not just the weight of the character but the way the muscle mass is pushing against the air and how the air reacts and responds and how this massive character can slow itself down to a landing and the way all the other parts the head and the tail and the feet and how they all react to the ground plane so we can get that physicality and response to the ground-plane properly. For this process, well be looking at all the details. Every little part. First, layering the animation once we do pose-to-pose, then getting the timing correct, then getting that ground-contact well-considered and well-thought-out and solving some simple problems like gimbal-locking. Always going back to that curve editor, making sure that the curves are smooth and tight where they need to be.

The timing is important to: is the character flapping at the right time, and whats the thought-process of this dragon as hes landing on the ground? Whats his next move? Whats he trying to accomplish? Theres this emotional impact of him trying to scare the audience. Well set the camera in a way that is most responsive to this dragons presence and get the right emotional reaction out of it.

I hope you like it. I had a lot of fun doing this series. I hope you have a lot of fun and enjoy the process. The rig is available for free, by the way. I give credit to the guy who rigged the character, so enjoy playing with this rig and enjoy dragon animation.

Homepage:

http://mackleystudios.com/autodesk-maya-mythical-creature-animation


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Tags: MackleyStudios, Autodesk, Maya, Mythical, Creature, Animation

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