We learn and practice basic animation techniques and methods. We work with software, immerse ourselves in all stages of pipeline, and create our own animated character shots.

Almost everything created by the creative industry has 3D animation. Animators work in movies, advertising, make games and animated series that get the highest ratings on streaming platforms. To see your name in the credits of cult animation products, you need to start with basic knowledge.

During the 3 months of the 3D Animation Beginning course, we will learn the main principles of animation that are used to create top animated shots. We’ll start with the basics – ball jumps and pendulum movements, and in the end we’ll create a full-fledged character animation. We will work with the basics of body mechanics and get acquainted with the software for creating 3D animation – Autodesk Maya.

Course program

Intro.

  • Introduction to the course and the profession of a 3D animator.
  • Overview of animation pipelines in commercial projects.
  • 12 basic principles of animation.

Timing and spacing

  • The concept of timing and spacing in animation: theory and practice.
  • The principles of squash and stretch. Practicing these principles in working with the ball.
  • We convey physical characteristics through animation. How tennis, beach, and rubber balls move.

Inertia and gradualness. Arch movement.

  • The principles of inertia (follow through) and gradualism (overlapping) and their application in animation.
  • Trajectory of movement through arches. Explanation on the example of a flexible pendulum.
  • Exercises on animating a character’s hand through inertia and gradualism.

Gait animation. Exaggeration.

  • Building and basic scheme of the character’s gait.
  • Types of gait – from realistic to exaggerated.
  • The theory of exaggeration.
  • How the gait conveys the mood and intentions of the characters.
  • Creating a character’s gait in space and in a cycle.

Running in space. Preparing for a jump. Blocking in animation

  • Theory and analysis of the standard running pattern.
  • Types of running.
  • Examples of preparation for a jump in animation (anticipation). The scheme of the jump on the spot.

Animation pickup line.

  • Planning the shot in the form of blocking. Breakdowns and animation polishing as the next stages of the pickup line.
  • The principle of staging.

Lipsync.

  • Synchronization of lip movements. Lipsync in animation.
  • Transmission of emotions on the character’s face.
  • How to build a transition in facial expressions.

Acting scenes

  • The theory of acting scenes.
  • Bringing the character to life and making him convincing.
  • Detailing the blocking in the shot.

Delving into the study of animation. An animator’s portfolio

  • How to watch and analyze animation.
  • The path of development in the career of an animator.
  • What an animator’s portfolio should look like: practical tips.

Finalizing and defending a course project
Creation of an animated shot with a replica and acting of one character.