The digital process of making the 3D animation was mainly made in Maya. I used my research and planning on paper for reference when making the animation. I used my storyboard and other drawn sketched to use when animating in the 3D space.

I was given a workspace inside Maya already to animate with using a character rig too. I set the project in a new named folder. We can do this by File > Project Window which then you can set up the file directory and other save information. Now we will set up the Maya workspace for animation. We can do this by going to the top right corner and changing the workspace to Animation.

animation workspace

We should see now a timeline at the bottom and some other animation tools to help us animate with. If there is no timeline go to Windows Animation Editors > Graph Editor.

I went to Windows > Animations Editors > Human IK which should pop up a window showing a human figure with points on the humans joints. We will be using this to animate with.

Human IK

By clicking onto one of the points the figure model in 3D space will highlight the joint you selected. We can move and rotate it. The animation we are doing is Inverse kinematics where specific joints move the other joints in a smoothly way.

joint select.PNG

The project needs us to make a character go through a obstacle course by animating it. We will start by moving the legs and main body through the obstacle course. We will go back to do hands and other body parts animations after we did the main joint and legs in the animation.

animation timeline

By pressing the s key it sets that current position as a key frame. By dragging dial left to right you can go at a different frame for the animation. With this by pressing S once to key the position then moving the dial forward then repose and press s again. We now have a very short animation which we can view by pressing the play button in the corner.

maya timeline

I will show my progress of the animation in screenshots and play blast. Play blasts are quick renders of animation to show the animation for feedback, etc. Go to Windows and click the square on the right side where Playblast is titled.


You can set the file type and other options here for the playblast. Here you can export a rough quality video of the animation from different angles, etc.

playblast options

Here are some of my playblasts:



Before rendering I created lighting for the animation space. The main lighting I used where spot lights which where placed and angled thought the obstacle course to make shade and highlight part of the obstacle course.


Next I added cameras which will be used for points where Maya has to use to render the animation. In my human animation I animated the cameras to move with the character using keyframes for moving and rotating. I also used more than camera to take different shots, etc.

Camera pos 1Camera pos 2

To help me view the camera and its positing I used Render View to show me where the camera is looking at. I went to Windows > Rendering Editor > Render View which pops up a new window. Then if you want to render a camera go to Render (in the Render View window) > Render > Camera1. The click the icon to the left which allows you see a camera view for the animation. I used this a reference for position of each of the cameras to see if the character is in the cameras view. 

camera view

Next I will start to render the animation. I change my workspace from Animation to Rendering – Standard. Then I got to Render > Render Settings on the right side some setting should pop up. Here you can set up what is going to be rendered and where it is exported. You can set up the name, the file type, how many frames it is going to render and which camera is it going to render from. Rendering in Maya exports frames images of the animation instead of video due to render 3D space takes a long time if rendered in video format.

render settings

When set up there are various ways of rendering options. You can just render one view of the animation by doing a  render sequence which can be found Render > Render Sequence. Batch Render is if you want to render many cameras at the same time which can be found Render > Batch Render.

rendering setup

Once rendered with all of the images in a file. Make a new project in Adobe Premiere Pro and then export the frames inside the software. Make sure you go to preference and check that the export of images are set to one frame. Make folders inside Premiere Pro where you will place the frames in for a tidy workspace.

pro screenshot

I created some audio to go along with the animation. I wanted some distorted music. So I went to Audacity a audio editing software and use some of my older music and edit it so it sounds new and different.

music making

When audio is in the software I went to Effect > Change Pitch, Change Speed and Change Tempo. These three effects can discord audio to make it sound weird and dissertating.

audio effects

I added the audio in Adobe Premiere Pro. When the images and audio where put together I exported. I went to File > Export. I set the video to be 1280×720 and then H.264 format.