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

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.
By the end of the programme you will have practised each of these on a real shot, not just watched them demonstrated.
Construct a walk from the hips outward, with correct contact, down, passing and up positions.
Work out centre of gravity, balance and counterweight so lifting and pushing shots read as heavy.
Set key poses, breakdowns and extremes, then refine timing in the graph editor.
Choose between straight-ahead and pose-to-pose approaches instead of defaulting to one.
Use phoneme shapes, jaw movement and mouth charts to make speech read clearly.
Place blinks, eye darts and micro-expressions so a close-up feels alive rather than frozen.
Use smears, snaps, holds and anticipation to push a performance without breaking it.
Clean curves, render playblasts and assemble a breakdown reel that explains your work.
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.

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.
Six modules, twenty-four lessons and three finished shots. Work through them in order or return to any module when a shot needs it.
Everything is delivered digitally and stays in your account.
Screen-recorded demonstrations in Autodesk Maya, watchable in any order and at any speed.
A body mechanics shot, a dialogue close-up and a cartoon performance, each with a written brief.
The same working files used in the lessons, so you can follow along and then build your own.
A structured list of what to look at before you call a shot finished.
Beat sheets, pose planning pages and a shot analysis template.
How to lay out playblasts, turntables and breakdowns so a recruiter can read your work quickly.
Return to any module when a new shot needs a technique you learned months ago.

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