Course details

In this course, we will be animating a quadruped run cycle for a video game from scratch. We will start by setting up the reference plane for the in-game speed, followed by blocking all the main poses with appealing shapes that can be read from any angle of view. From there, we will start to work with the timing to make those poses fit on the correct frames, and progressive. We will then add in-betweens as we continue to adjust the timing. It is going to be a progressive+ Read More

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