Category Archives: 1.1 Maya animation

MAYA: gimbal lock

When making character animation, when I was dealing with the shoulder joint of the hand controller, I found that the rotation axis tended to move in three directions, forming three irregular animation curves, and these curves tended to rotate in different directions, which was very inconvenient for me to adjust the animation curves. So I searched some information online and found that gimbal rotation is often used to complete the operation of single curve when dealing with rotation.

But I would find that when I raised my hand and swung it back and forth, it would become locked

I conducted research on this in an effort to avoid directional locking, but was not very successful. So I searched for more information, and finally found on the Internet that I could control the sequence of X, Y and Z by changing the method of the world of controllers. There were six combinations of this sequence, and there was an implicit parent-child relationship in it. Therefore, I set the shoulder controller as ZYX to solve the problem of lifting hands and rotating forward and backward

Of course, in the process of completion, it is necessary to cooperate with the clavicle controller to prevent excessive deformation

MAYA walk cycle

Recently we made a walking animation of the lower half of the body. In class, the teacher helped me to point out that my walking animation is the problem of my knee, which is indeed a very important point that has troubled me for a long time. When my character is moving forward, the knee will unconsciously shake, and this is precisely because I ignore the relative position of the knee when making walking forward, resulting in the position of the knee is more backward than the previous frame, which is not right.


At the same time, when we do the walking animation, we also need to pay attention to the shift of the center of gravity, not only the problem of the center of gravity up and down on the side, but also the shift of the center of gravity from left to right in the positive perspective


Under the guidance of the teacher, I corrected this point, realized the progress of walking animation and solved this huge problem for me, and I felt full of harvest.

MAYA pose

The key pose of character production is the basic component of character animation, so a good posture and dynamic posture are very important in animation


On the basis of meeting the basic requirements of animation, we should try to stretch the action to the maximum to achieve the exaggeration of animation


In the process of making key pose, it should be noted that the reference figure cannot be completely copied. For some angles and joints, more flexible control is needed to avoid overlap of key parts, such as elbow joints, so that the figure can present a natural posture with movement in the camera as much as possible

Maya tailed ball

In 3D animation, the ball with the tail can be said to be a difficult problem.
Pellets tend to have very exaggerated squeezes and stretches. In class, the teacher shared the case of the ball with the tail for us, and used the real reference of the squirrel’s tail.

In the animation process, the correct and flexible use of anticipation and following is very important, especially in the typical tail ball movement.


We must also remember that in the process of buffering, the motion trajectory of the tail tip is curved, and in the process of buffering, it is necessary to keep the dynamic match and follow the previous frame, and keep the tail always in the shape of S, which can make the animation more flexible and vivid.

It is worth noting that the ball will produce a lag or inertia in the tail tip during the preparation process of bouncing. At the highest point, the tail will naturally drift along with the motion trajectory to form a soft feeling

maya motion trail

Motion trail in Maya are very helpful for us to do animation. When we select the controller and click on the motion track, it will generate a curve. These curves are marked with frames, which can easily check whether the trajectory of the movement is what we want

At the same time, you can also click the point on the motion trajectory to move to reverse control the motion of the controller

Maya Unite2: pendulum

In 3D animation, the movement of one part of the object affects the movement of another part of the chain reaction, especially in the pendulum animation, there are also more movements such as the tail bounce. This means that the end part will have a lag with the main control end, which is what we need to deal with in the animation process, such as soft seaweed long hair flowing will have a similar effect.

This picture is my practice assignment, in which the teacher pointed out my shortcomings to me. The degree of my following movement is not strong enough, and it will float in the air due to the effect of inertia. This kind of floating in the air needs to be higher, and the final falling part needs a longer time of slow movement.

Maya unite1 Ball bounce

The ball bounce is the basis of the animation, including the energy attenuation of the bounce height, and the extrusion and tensile deformation during the bounce

Thank the teacher for helping me to criticize and revise my homework
I need to increase the height of the initial ball, increase the height attenuation,

At the same time, it is not appropriate to stretch too early in the process of squeezing and stretching in the air.


Also at the end, I need to keep the ball moving and add a bit of rolling to rest