Welcome to the Complete 3D Animation Masterclass: Create Animated Shorts. Whether you're a complete beginner or an aspiring animator looking to enhance your skills, this comprehensive course is designed to take you on an exciting journey from the fundamentals of 3D animation to advanced techniques. By the end of this course, you'll be equipped to confidently create your very own animated shorts from scratch.
Welcome to the Complete 3D Animation Masterclass: Create Animated Shorts. Whether you're a complete beginner or an aspiring animator looking to enhance your skills, this comprehensive course is designed to take you on an exciting journey from the fundamentals of 3D animation to advanced techniques. By the end of this course, you'll be equipped to confidently create your very own animated shorts from scratch.
Throughout this masterclass, we will dive deep into the world of 3D animation using industry-leading software tools such as Autodesk Maya, Photoshop, After Effects, and Audacity. Starting with the basics of Autodesk Maya, we'll explore various 3D concepts and techniques, including the powerful Hardware 2.0 and the renowned Arnold Renderer.
But that's not all – we'll also harness the potential of Photoshop for 3D texture creation, After Effects for seamless compositing, and Audacity for precise sound editing and recording. This integrative approach ensures you gain hands-on experience with the essential tools used in the animation industry today.
To make your learning experience engaging and rewarding, we've structured this course around an iterative project-based curriculum. From the inception of your 3D journey, you'll learn how to construct captivating worlds using geometric primitives. As you progress, you'll unlock the secrets of advanced 3D tools, enabling you to build realistic and visually stunning environments.
As your instructor, I'm passionate about sharing my expertise and industry insights to guide you on this creative adventure. You can trust that this course is packed with practical knowledge, allowing you to turn your imagination into captivating animations.
Join us today and embark on a transformative learning experience. By enrolling in this masterclass, you're taking the first step towards becoming a skilled 3D animator, equipped with the ability to bring your ideas to life through animated shorts.
In this lecture we will overview the materials needed for the course.
In this lecture we will take a look at Maya and the various options we have to acquire it.
In this lecture we will take a look at the Adobe Creative suite and identify the tools we will be using in this course and how to obtain them.
In this lecture we will take a look at Audacity and download it so we are ready for the audio sections of this course.
In this section we will look at how to install Maya to get us started.
In this lecture we will take a sneak peak at our 1st project of the course, the Primitive Geometry Forest!
In this lecture we will overview Maya's basic UI.
In this lecture we will explore 3D space and get comfortable navigating it.
In this lecture we will overview the transform tools, allowing us to move objects in 3D space.
In this lecture we will overview the different Maya Scene file types and how to save them.
In this lecture we will take a look at what Maya Project folders are and how to set them up.
In this lecture we will look at different movement spaces in 3D, focusing on the difference between "Object Space" and "World Space".
In this lecture we will look at how we can use multiple geometric primitives to create a more complex looking 3D model.
In this lecture we will introduce groups for project organization and management.
In this lecture we will go over material basics.
In this lecture we will use primitive modeling to construct an entire geometric forest!
In this lecture you will learn to lock a camera's position and rotation for precise scene composition.
In this lecture we will take a look at the basics lights in Maya and how we can create a beautiful day time lighting set up.
In this lecture we will introduce the concept of Rendering and produce our 1st sharable image out of Maya!
In this lecture we will overview the Ball Project we will be making in this section of the course.
In this lecture we will discuss the 3D pipeline.
In this lecture we will take our 1st steps into Photoshop and do a practice exercise before we combine it with Maya.
In this lecture we will create a Maya Project folder for the Ball Project.
In this lecture we will take our 1st look at texturing in 3D utilizing Maya and Photoshop.
In this lecture we will explore the concept of artificial surface relief by creating bump maps.
In this lecture we will look at the specular channel and how to create a specular map.
In this lecture we will look at how we can control gloss using Eccentricity maps.
In this lecture we will go over the basics of Animating in Maya, setting our 1st key frames of the course!
In this lecture we will go over the most basic rigging concepts, pivots and hierarchies.
In this lecture we dive deeper into rigging, exploring how to create custom attributes and give them functionality with Set Driven Keys.
In this lecture we will look at how we can use Display Layers to manage our Rigs.
In this lecture we will look at References in Maya and conduct a test animation of our rig.
In this lecture we will explore the Animation Graph Editor.
In this lecture we will go over the 12-principles of animation.
In this lecture we will go over how to set up our Animation Shot.
In this section we will implement the pose to pose method of animating by setting our extremes and key frames.
In this lecture we will look at adding breakdowns to our ball, giving it squash and stretch.
In this lecture we will refine our animation curves for a smooth, polished Animation.
In this lecture we will create a test playblast to make sure our Animation looks correct when played back in real time.
In this section we will look at how to Render and image sequence that we can then turn into a video in After Effects.
In this lecture we take our 1st steps into After Effects and get our project set up for post processing.
In this lecture we explore how to source and work with Audio in After Effects.
In this section we produce our first animated video!
In this lecture we will overview the Robot Project and preview what we will be learning and aiming to achieve.
In this lecture, you'll learn to set up a project folder and create subdirectories for better organization, simulating larger production projects.
In this lecture we will go over modeling a simple robot character utilizing geometric primitives.
In this lecture we will discuss how to best prepare a 3D model to passed on to the rigging stage.
In this lecture we will take our 1st look at the Arnold Render and get acquainted with how it operates.
In this lecture we will explore Arnold lights and discuss renderer specific lights.
In this lecture we will discuss PBR Materials and look at the options we have to use them in Maya.
In this lecture we will go over how to improve Arnold's render quality, removing grain, and smoothing pixels.
In this section we will take out UVing skills to the next level by laying out multiple UVs into a single UV square.
In this lecture, create a reference board to draw inspiration from the real world and ensure our work aligns with it.
In this lecture we will review exporting UVs from Maya and adding a base color pass to the character in this lecture.
In this lecture we will learn what metalness maps are and create one for our character.
In this lecture we will learn what roughness maps are and create one for our character.
In this lecture we will take our color to the next level by adding story to it through wear, tear, and grunge.
In this lecture we will discuss texture clamping, what it is, and how to turn it on or off, as well as continue adjusting the character's texture set.
In this lecture we will explore how we can integrate the grunge details better across our textures.
In this lecture we will revisit bump maps to add artificial relief detail to our character.
In this lecture we will discuss normal maps and explore how we can convert our bump map to a normal map.
In this lecture we will discuss emission maps and create one for the Robot's eyes.
In this lecture we will over view turn tables and how to set them up quickly in Maya.
In his lecture we will learn to render image sequences in Arnold as we create a stunning Turn Table animation in this lecture.
In this lecture you will learn to prepare your modeling files for further stages of the pipeline in this section.
In this lecture we will explore transmissive textures and how to make basic geometry shine like a diamond!
In this lecture we will explore how to edit a photo into a tileable texture to quickly texture our ground.
In this lecture we will bring in the various elements of our shot and stage our composition to a shot cam.
In this section we will explore polygon components and how we can manipulate them to change the shape of the object.
In this lecture we will look at the Soft Select feature in Maya and how we can use it to sculpt our ground plane into terrain.
In this lecture we will look at techniques to optimize the detail of our set, biasing detail to the front of the set, while removing sections the camera does not see.
In this section we will explore how we can set up Hierarchies for animation.
In this section we will look at how we can create branching hierarchies using groups to add more functionality to our rigs
In this lecture we will dive into parent constraints and explore how we can use them to assist us in both rigging and animation.
In this lecture we will place the control curves that will ultimately control our character.
In this lecture we will add functionality to our controls utilizing parent constraints. We will also explore rebuilding the hierarchy to make the curves interact correctly with each other.
In this lecture we will set up a Global Scale control to scale the entire rig.
In this lecture we will use Display Layers to make our rig easier to use for Animators.
In this lecture we will color code our rig to make it easier for animators to know what side of the rig they are animating.
In this lecture we will explore restricting the information on controls so animators understand how they should be used and so there is less clutter in the graph editor.
In this lecture we will build a simple rig for our prop.
In this lecture we will stress test our rig to identify any areas that need correction.
In this lecture we will discuss the importance of story boards and we will create one for our animation.
In this section we will stage the shot to resemble our story board and prepare the scene for animation.
In this lecture we will review the animation process and analyze our story boards to identify they key frames we need to block in for the animation.
In this lecture we will utilize out keyframe identification pass to block in the key poses of our animation.
In this section we will add break downs and inbetweens to our block in pass.
In this lecture we look at how to refine character animation curves.
In this lecture we explore moving holds and how they can breathe more life into our animation.
In this section we will look at using Animation Offsets to add more appeal to out animations
In this lecture we will look at how we can apply Animation Offsets to an entire scene.
In this section we will review creating Maya Playblasts
In this section we will explore Arnold AOV and set them up for our scene.
In this lecture we will look at setting up custom AOVs for Ambient Occlusion.
In this section we will look at the EXR file format and its ability to store multiple AOVs in a single file, we will then look at how we can extract these out in After Effects.
In this section we will took at the settings needed to batch render a multi pass EXR image sequence.
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