The 12 Principles of Movement & Graph Editing
Short Introduction: Dive into the core mechanics of all 3D animation. Students move away from guessing motion to mastering the foundational physics, timing, and software graph curves that make objects look alive.
Instructor Profile
Prerequisites
Description
Topics Covered: Timing and spacing, squash and stretch, anticipation, staging, follow-through, ease-in/ease-out, and Bezier curve manipulation in the Graph Editor.
Course Objectives: To teach students how to manipulate time, weight, and energy inside a 3D digital workspace using primitive rigs.
Learning Outcomes: Students will be able to animate realistic bouncing balls across different materials, manipulate weighted pendulums, and fix broken animation curves manually using the Graph Editor.
Tools & Materials: Autodesk Maya or Blender, SyncSketch, and simple primitive ball/pendulum rigs.
Course Rules
Ready to Enroll?
Preserve your seat by filling in the application form, upload a sample of your artwork, or provide your Artstation account for revision. Kindly, Do Not pay unless you have a confirmation message from us that you are accepted in this course.