Creative · Intermediate

Animate characters that move with weight and intent

A project-based programme in Autodesk Maya: body mechanics, facial animation and cartoon acting, built around three finished shots.

Level: intermediate10 months · 6 modules · 24 lessons
  • 6 recorded modules
  • 24 video lessons
  • Three portfolio shots
  • Maya scene files and rigs
  • Self-paced with lifetime access
See the curriculum
A spotted horse with a flowing dark mane in profile against a smoky background

Why a shot can look wrong before you can name the problem

You know the feeling. The rig is fine, the pose is roughly right, the keys are all there — and the character still looks like a puppet being dragged through the frame. Nothing is broken, but nothing is convincing either. Most animators spend months guessing at this stage: adding more keys, more movement, more polish, without fixing the thing that actually reads as wrong.

The usual reason is not software knowledge. It is that body mechanics, timing and acting were never learned as separate, deliberate skills. Weight has to be planned before it is keyed. A walk cycle has to be understood from the hips outward. Dialogue has to be blocked in the body before a single mouth shape is touched. When those layers are missing, no amount of extra keys rescues the shot.

This programme treats animation as three connected disciplines. You start with elementary body mechanics and the pose-to-pose workflow, move into advanced weight and contact, then into facial animation and lip-sync, and finish with cartoon acting, exaggeration and comedy timing. Each stage ends with a finished shot rather than a folder of unfinished tests.

The work is built in Autodesk Maya, the tool most studios use for character animation, and it follows a project approach: you begin animating in the first module and keep working on your own shots throughout. By the end you have three varied pieces for a portfolio, each one showing a different side of what you can do.

What you will be able to do

By the end of the programme you will have practised each of these on a real shot, not just watched them demonstrated.

  • Build a believable walk cycle

    Construct a walk from the hips outward, with correct contact, down, passing and up positions.

  • Plan weight before you key it

    Work out centre of gravity, balance and counterweight so lifting and pushing shots read as heavy.

  • Block a shot pose to pose

    Set key poses, breakdowns and extremes, then refine timing in the graph editor.

  • Animate straight ahead when it suits the shot

    Choose between straight-ahead and pose-to-pose approaches instead of defaulting to one.

  • Sync dialogue to a character's face

    Use phoneme shapes, jaw movement and mouth charts to make speech read clearly.

  • Add acting through the eyes and brows

    Place blinks, eye darts and micro-expressions so a close-up feels alive rather than frozen.

  • Exaggerate for cartoon animation

    Use smears, snaps, holds and anticipation to push a performance without breaking it.

  • Polish and present three shots

    Clean curves, render playblasts and assemble a breakdown reel that explains your work.

6
recorded modules
24
video lessons
3
portfolio shots
10
months of material

Every shot starts with an idea, not a keyframe

Before a single key is set, a shot has to be understood. What is the character thinking at the start, and what has changed by the end? Where is the emotional turn, and which pose carries it? This analysis stage is where most of the quality is decided, and it is the part beginners skip most often.

The programme teaches a repeatable preparation routine: read the brief, break the shot into beats, sketch or shoot reference, choose the camera, and only then open the graph editor. It is slower on the first day and dramatically faster by the third shot.

  • Break a shot into beats before animating
  • Shoot and analyse your own video reference
  • Choose camera and staging that support the pose
  • Write a short plan for each shot you start
A grid of light bulb icons with a single bulb lit in yellow

How the course works

The programme is delivered as recorded video lessons that you work through at your own pace. Each lesson shows the technique on screen in Autodesk Maya, then hands you a specific task to complete on your own scene. Modules build on each other, so the rig you learn to pose in module two is the rig you push through advanced body mechanics in module three.

Every module ends with a project brief rather than a quiz. You receive the scene files, the rigs, reference footage and a written brief, and you produce a finished shot. A self-review checklist accompanies each brief so you can judge your own work against the same criteria an animation supervisor would use: silhouette, weight, timing, arcs, contact and appeal.

The material assumes a working knowledge of Maya's interface. If you have modelled, rigged or animated before, you will be comfortable from the first lesson. If you are coming from 2D animation, the principles transfer directly and the first module covers the interface and graph editor work you need.

The programme

Six modules, twenty-four lessons and three finished shots. Work through them in order or return to any module when a shot needs it.

  1. 1Module 1 — Working inside MayaThe interface, the graph editor and the principles you will use in every shot that follows.
    • Setting up a scene, camera and playback for animation review
    • Reading and shaping curves in the graph editor
    • Timing and spacing: the principles that decide whether a move reads
    • Blocking a bouncing ball with squash, stretch and a clean arc
  2. 2Module 2 — Elementary body mechanicsSimple rigs, expressive poses and the full pipeline of an animation shot.
    • Posing a simple character rig: centre of gravity and line of action
    • Straight-ahead animation: building a walk cycle from the hips outward
    • Pose-to-pose blocking: key poses, breakdowns and extremes
    • Overlap and drag on arms, head and props
    • Polishing a body mechanics shot and rendering a review playblast
  3. 3Module 3 — Advanced body mechanicsWeight, contact and force, applied to the shots that separate a beginner from a professional.
    • Weight and balance: lifting, pushing and pulling
    • Runs, jumps and landings with believable arcs
    • Contact, friction and foot placement on uneven ground
    • Animating a character interacting with a prop
    • Shot one: from reference to final polish
  4. 4Module 4 — Facial animation and lip-syncMaking a face perform dialogue clearly without losing the body performance underneath.
    • Facial rigs: brows, eyelids, cheeks and jaw
    • Phoneme shapes and mouth charts for recorded dialogue
    • Blocking dialogue: body first, face second
    • Eye darts, blinks and micro-expressions
    • Shot two: a talking close-up from first block to final
  5. 5Module 5 — Acting for animationReading a shot for its emotional beat and choosing the performance that carries it.
    • Reading a shot for its emotional beat and turning point
    • Shooting and using your own video reference
    • Staging and silhouette: making the pose read from the camera
    • Subtlety: knowing when less movement is the stronger choice
  6. 6Module 6 — Cartoon animation and portfolioExaggeration, comedy timing and presenting your three shots to the industry.
    • Exaggeration, smears and multi-limb motion
    • Comedy timing: holds, snaps and anticipation
    • Working with the audio track and accenting the action
    • Shot three: a cartoon performance from brief to polish
    • Presenting your work: playblasts, turntables and a breakdown reel

What you get

Everything is delivered digitally and stays in your account.

  • Twenty-four recorded video lessons

    Screen-recorded demonstrations in Autodesk Maya, watchable in any order and at any speed.

  • Three project briefs

    A body mechanics shot, a dialogue close-up and a cartoon performance, each with a written brief.

  • Scene files and character rigs

    The same working files used in the lessons, so you can follow along and then build your own.

  • Self-review checklists

    A structured list of what to look at before you call a shot finished.

  • Reference and planning worksheets

    Beat sheets, pose planning pages and a shot analysis template.

  • Portfolio presentation guide

    How to lay out playblasts, turntables and breakdowns so a recruiter can read your work quickly.

  • Lifetime access to the material

    Return to any module when a new shot needs a technique you learned months ago.

Wooden posing mannequin, pencil, blank sketch paper and clay figure on an animator's desk
Posing a figure by hand is where a believable movement often begins.

Is this course for you?

This course is for you if…

  • 2D animators moving into 3D character animation
  • 3D generalists who can model or light but want animation to become their specialism
  • Junior animators who can finish a shot but cannot yet make it convincing
  • Graduates building a portfolio for studio applications
  • Freelancers who need to add character animation to their services

Probably not a fit if…

  • Complete beginners with no experience of Maya or any 3D package
  • People looking for rigging, modelling or VFX simulation rather than animation
  • Anyone who wants a live class with scheduled attendance and tutor calls
  • Readers who expect a guaranteed job or studio placement at the end

After the course

You finish with three finished shots rather than a folder of experiments: a body mechanics piece that shows you understand weight and contact, a dialogue close-up that shows you can handle lip-sync and facial performance, and a cartoon shot that shows range and comic timing. Together they demonstrate the three things studios look for first in an animation reel.

Just as importantly, you finish with a method. You know how to read a brief, break it into beats, shoot reference, block a shot, refine timing and polish curves without losing the performance. That routine is what makes the next shot faster and the one after that faster still.

The final module covers presentation: how to render clean playblasts, how to lay out a breakdown that shows your planning, and how to describe your own work in a short written summary. You will be able to send a link to a shot and explain what you did in it, which is exactly what a hiring animator asks for.

Questions before you buy

How much time do I need each week?

Plan for around six to eight hours a week to watch the lessons and complete the practice tasks. The three project shots take longer, and most learners spread each one over several weeks. Because everything is recorded, you can slow down or speed up to fit your schedule.

Do I need previous experience?

Yes, some. The programme is aimed at 2D and 3D animators and assumes you can find your way around a 3D package. If you have never opened Maya, work through an introductory course first — module one covers the interface and graph editor quickly rather than from scratch.

Which software and computer do I need?

You need Autodesk Maya, licensed through Autodesk's own subscription or education programme; the course does not include a licence. A machine with 32 GB of RAM and a mid-range gaming graphics card is enough to follow the lessons, and a recent dedicated GPU is recommended for heavier scenes.

How do I get access after payment?

Access is created automatically once your payment is confirmed. You receive an email with your sign-in details, and the full programme appears in your account immediately, starting with module one. No waiting for a cohort start date.

What format are the lessons in?

Each lesson is a recorded screen demonstration in Autodesk Maya, paired with a written task and, where relevant, downloadable scene files, rigs and reference material. There are no live sessions and no scheduled attendance.

Does the material stay available?

Yes. Your access does not expire, so you can return to any lesson when a new shot needs a technique you covered months earlier. Updates to the material are added to the same account.

Can I get a refund?

You have fourteen days from purchase to request a refund. Write to support within that window and the payment is returned in full, no explanation required. After fourteen days the sale is final.

Will this get me a job in a studio?

No course can promise that. What this programme does is give you three finished shots, a working method and a presentation guide, which is the material a studio reviews before an interview. Hiring decisions remain with the studios.

Can I follow the programme if I only animate in 2D?

Yes, and the principles transfer directly. Expect the first module to be the steepest, since it covers Maya's interface and graph editor. After that, timing, weight and acting are the same craft in either medium.

Start your first shot this week

Six modules, twenty-four lessons and three portfolio pieces, available in your account the moment you order.