Why do so many creature and character designs look better static than they do animated? ● Why do some creatures look "CG", even in the hands of experienced animators? ● What can we do to fix these problems both in the design and in animation? ● The answers are in this unique 4-part course!
What subtleties are most animators, even after many years of experience, still neglecting when they animate human walk and run cycles? ● These videos break down each cycle into component phases, showing in-depth how we really move ● Find out what you've been missing, and transform your animations in just 20 information-packed minutes!
A collection of over 150 slow-motion walk and run reference videos ● Filmed in HD, at 240 frames per second, using directional lighting to highlight skin and muscle movement ● This reference library focuses on the legs of runners of different shapes and sizes at a range of different speeds, both with and without shoes