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About The Program

iAnimate.net is an online animation school like no other. With iAnimate you're in direct contact with veteran animators from the biggest & best studios in our industry. We are passionate about teaching animation & dedicated to giving you the knowledge to become the best animator you can be.

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iAnimate | Advanced Character Animation Training

Motion Capture Course Breakdown

The Fundamentals

Disclaimer: We'd like to advise all Mac users that Motion Builder, the software you'll learn and work with during our motion capture workshop is not available for Mac.

3 weeks -  2 x  1.5 hour classes (each class includes 30 min of Q&A) + exercise each week.
These classes are specifically designed to teach the bare essentials of Motion Builder from an animator’s perspective.  We’ll focus on a specific subset of tools that will allow us to get up and running with Motion Builder in order to explore the high level concepts later in the class.

Week 1 - Video Tutorial Q&A

We’ll review what was discussed in the tutorial videos and do a Q&A on the material covered. We’ll also have a LIVE DEMO of the first exercise: “The Flying Saucer”, where we’ll cover the basic steps shown in the video from the previous week and then we’ll take things a bit further.

Week 2 - Anatomy of an Action

Hop reference videos will be reviewed and we’ll get an introduction to my Anatomy of an Action philosophy (a method for breaking down an action into its most important poses) as well as my keyframe workflow passes (block, rough, polish) We’ll also introduce 'key framing tutorial videos'.

Week 3 - Key Framing Live Demo

First, we’ll take a moment to review the key framing videos introduced last week, then I’ll walk everyone through my application of the Anatomy of an Action to my hop reference and block out an animation of a hop in MotionBuilder.

Week 4 - Review of Hop Block

We’ll take a look at how people made out with their hops and then assign a small research assignment while also introducing *Motion Capture Introduction tutorial videos* A small research project regarding the motion capture industry will also be assigned.

Week 5 - Introduction to Motion Capture

Lectures on my motion capture workflow philosophy (protecting the performance, editing the performance, enhancing the performance). The final workshop assignment will be introduced so that everyone knows what we’re working towards as a final goal.

Week 6 - My First Mocap

Live Demo of a “Simple Action” (mocap) protecting and editing the performance. Anatomy of an Action will be used to help identify key poses to enhance.

Week 7 - Review First Mocap

Review of Simple Action and Q&A.

Week 8 - Final Assignment: The Modified Cycle

Taking the basic cycle to the next level: a benefit to film, TV and games. Live Demo: Extracting the base cycle and making it loop.

Week 9 - Adding the final organic touch

LIVE DEMO illustrating how to make natural modifications to mocap data as well as adding organic detail that may have been removed during the cycling process.

Week 10 - Review Final Assignment

Review the WIP on the Final Assignment and/or the first mocap exercise.

Week 11 - Anatomy of an Action (The Sequel)

Go back and revisit the hop data, but this time apply AoA to extract key poses from which to animate with using the story mode.

Performance Analysis and Enhancement

11 weeks -  1 hour class + 2 hour reviews each week + 4 projects
In this section we will be laying down a basic workflow and check list to follow when dealing with performance capture data.  We will work with in-game style animations and cinematic style animations.

Week 4 - 5 – “Protecting” The Performance

This section involves the analysis of the data and comparing it to the reference videos when available.  The will learn about the following things:
  • how to properly analyze reference videos
  • how to break down a scene/action into its basic actions and poses
  • how to break down a scene/action into its core message/player feedback
  • what are the first things to look out for
  • bio-mechanics (weight, balance, body unity, etc)
  • range of motion
  • the concept behind re-targeting and why we need to do it
  • what to do if you don't have video reference
  • More TBA

Weeks 6 - 7 – Editing The Performance

This step involves making basic changes to base data to either fix issues with the original performance and/or to apply directorial changes asked for by your director. We will learn the following things:
  • how much is too much? Avoiding the Frankenstein effect
  • using the Story mode to make global changes to a scene/action
  • combining multiple takes to build the "perfect take"
  • the power of layers
  • removing a section of an action/scene
  • rebuilding and repairing sections of a scene/action with keyframe
  • cleaning up anchors and contacts
  • More TBA

Weeks 8 - 9 – Enhancing The Performance

Here we talk about how we can take a scene/action and heighten it's dramatic appeal/impact by identifying the "key moments", enhancing silhouettes and in some cases making changes to the timing. We'll touch on the following topics here:
  • Performance analysis and enhancement
  • How to improve your staging
  • Improving weight and contacts
  • advanced layers
  • “Motion Editing”
  • Adding the icing
  • More TBA

Weeks 10 - 11 – Anatomy of An Action

"The Anatomy of An Action" - Students will learn my formula for breaking down actions into key poses. They will use the story mode to extract key poses and timing from the data in order to block out a key frame animation.  This is a very powerful work flow method, which yields an animation block with very realistic timing and organic poses to build off of. This technique also provides the opportunity to heavily stylize a realistic motion and can serve well as a quick prototyping tool for in-game animations.  This technique is becoming quite popular at studios across the world (Ubisoft and Naughty Dog to name a couple).

Weeks 12 - 14 – Optional Animation Workshop

If time permits and we are making good progress, we’ll spend the last 3 weeks discussing my take and philosophies regarding Key Frame Animation workflows.  Students will have a chance to practice these concepts and will have a choice of creating an animation from scratch or using Motion Capture data to create a block while applying what they learned in weeks 10 and 11.  I will also try to make time for students to suggest learning topics during these final 3 weeks.

Topics include:
  • Learning the phases (block, rough, polish)
  • Less is more early on
  • Making use of animation layers
  • Learning how to be the master of your scenes
  • Interfacing with directors
  • More TBA

All applicants must submit a demo reel. Applicants whose demos reels show the most promise will be accepted into the workshop for which they can demonstrate the prerequisite skills. Once accepted you will receive an e-mail telling you which workshop will suit your current skill level and most benefit your path of learning.
For time-zone purposes in case of acceptance.
Please use only a Vimeo or Youtube link.
Disclaimer: We do not offer job placement or college credit. We only offer you the chance to enhance your skills for your own enjoyment or to improve your on-the-job performance. Due to the limited number of participants in each group, refunds will not be given after the lesson begins. Please make sure you have the time and resources to complete a workshop before you start. In order to make sure you can hit the ground running, applicants must have some working knowledge of AutoDesk's Maya. Please visit www.jasonryananimation.com and the resource section for a free Maya basics tutorial.

Why the Motion Capture Workshop

Motion Capture is quickly becoming an industry standard and the core goal of this workshop is to build a solid foundation of understanding for one of the fastest growing art forms we see in today’s film and video game industries: Motion Capture. We’ll start by learning the most important tools, functions and workflows found within Autodesk MotionBuilder. We want our students to get comfortable with key framing within MotionBuilder, and by the end of the workshop have the ability to modifying and enhancing a performance.

  • datesWondering When Our Next Set of Workshops Start?

    There are four sessions of Workshops ran through out the year. Each set of workshops are 11 weeks long with two weeks in between each session. Mark your calendars!

    Our 2017 Schedule Now accepting applications.
    Winter block starts: January 2, 2017 ends March 19, 2017
    Spring block starts: April 3, 2017 ends June 18, 2017
    Summer block starts: July 3, 2017 ends September 16, 2017
    Fall block starts: October 2, 2017 ends December 17, 2017

  • Feature Animation WorkshopFeature Animation Workshops

    Our Feature program is a complete set of seven workshops​. ​Each ​one ​is designed to teach the skills, workflows, and principals needed to succeed in this amazing industry. All of our instructors are currently producing the animation you see in many of your favorite feature films today. Our goal is to teach you how to create that great, believable animation; animation that connects with audiences around the world.

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  • Games Animation WorkshopGame Animation Workshops

    iAnimate Games dives deep into the physicality of animation by teaching you all about the principles of animation, advanced body mechanics, cinematics and game development. Receive live critiques that will take you to the next level and create a demo reel that will excite the audience, the players, and the recruiters! Learn to master the skills, while learning valuable workflow tips & tricks that will polish your animation & make it shine for games and cinematics.

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  • Creature Animation WorkshopCreature Animation Workshops

    Expand your imagination and learn the art of Creature animation used in today's industry. From quadrupeds locomotion to fantasy creatures swooping and attacking their prey. Gain the knowledge used to bring these characters to life. Guided by veterans from the industry, these workshops consist of live lectures, assignments and personal reviews tailored to help you develop and master the animation skills that will make you industry ready.

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  • Lighting & Compositing WorkshopLighting & Compositing Workshop

    iAnimate's Lighting & Compositing workshop is designed to help animators give their shots that professional feature film look. You will learn the process of lighting, texturing, and post work to get your shots "Reel ready". We all know at the end of the day it's your animation that will speak for you, but this workshop will help you put your work in the best possible light (PHUN intended).

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  • Motion Capture WorkshopMotion Capture Workshops

    iAnimate's Motion Capture is a set of 2 workshops of 11 weeks each in length. Designed with animators in mind, this class will deliver the essential skills and provide a startup toolkit in order to hit the ground running with Motion Capture in a production environment. Fear not Motion Capture for it too can be your friend.

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  • RWSRigging Workshop

    iAnimate Games is proud to announce a brand new rigging workshop. You'll learn the art and science of building a character rig as well as the development process and pipeline used in the industry.

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  • Workshop Dates
  • Feature Animation
  • Game Animation
  • Creature Animation
  • Lighting
  • Motion Capture
  • Rigging Workshop


Click HERE to Apply for the Feature, Games, or Rigging workshops.

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