1Week
Maya for animators
The first week is given to the parts of Maya an animator actually needs, leaving modelling and rendering aside: interface, viewport, timeline, Graph Editor and scene management.
← All courses3D track · Course 1 · Live course in English · Autodesk Maya
01
The basics of movement: the course everything starts from.
Eleven weeks to build solid foundations in 3D character animation. You start from Autodesk Maya and the fundamental principles of movement, and finish on a first shot of your own with Koda, developed through live classes and individual reviews of your work.
Start from the basics · no experience required
Maximum 5 students per classIndividual review, 20–30 minInstructors working in the industry
Before you enrol
Student work
A selection of the final shots made with Koda in the last four weeks of Principles of Animation, putting together the principles studied during the course.
The programme
The course moves through exercises that build on each other: you take in a principle, put it into practice, hand the work in and go through it with your instructor before moving on.
1Week
The first week is given to the parts of Maya an animator actually needs, leaving modelling and rendering aside: interface, viewport, timeline, Graph Editor and scene management.
2–4Weeks
Timing decides how long a movement takes; spacing decides how that movement is distributed in time, through acceleration and deceleration. With the ball you learn to use both to give objects weight, and you add squash & stretch — first on a physical move, then on a ball with a character of its own.
Timing & spacingEase in and ease outWeightSquash & stretch
5–7Weeks
The movement gets more articulated. With Tripendolo, the Pencil and the Snowman you work on anticipation, overlap, follow through and leading action: you learn to see which part of the body or the object leads a movement and how the rest follows it. The Pencil is also where you build clear arcs and control rotation in space, while the Snowman brings these principles together on a more complex character.
AnticipationOverlap & follow throughLeading actionArcsRotation in space
8–11Weeks
The last four weeks go into a shot of your own with Koda. You plan it with your instructor and develop it through reference, blocking, splining and polishing, putting together the principles studied across the rest of the course.
Planning and referenceBlockingSpliningPolishing and delivery
What you take away
These are not rules of a piece of software: they are the common language of people who animate, in 3D as in 2D. They stay underneath everything that follows.
How you study
Two live sessions a week: the class, given to the subject and to the work you are about to do, and the review, where the instructor spends twenty to thirty minutes on each student's work. Classes hold between two and five students.
Outside the classes you need around twenty hours a week for exercises, reference and practice of your own. Recordings, annotations and materials stay available after the course ends. The days and times of your class are told to you before you enrol.
How Vivo worksCharacters and tools
The rigs are designed and built in-house at Vivo, and they stay available to you after the course ends. Their complexity grows gradually, from the ball up to Koda, used for the final shot.
Along with Maya you also get a licence for animBot, the professional animation toolset, for the whole length of the course.
See all of Vivo's rigs and characters

Maya included for the whole length of the course. On completion you receive a certificate of attendance from Autodesk.
When it starts
Next term: Winter — classes from January to March, enrolment closes on 20 December. Classes of two to five students.
The exact days and times depend on the class and are told to you before you enrol, so you can check them before confirming your place. Our instructors work in different time zones, so a class is scheduled around the instructor teaching it and the students in it. All the dates of the year are in the enrolment calendar.
Questions
No. You animate by moving the controls of a rig in Maya: drawing is not a requirement, and many of our students come from backgrounds that have nothing to do with it.
Yes. Principles of Animation is built for people starting from nothing: the first week introduces the parts of Maya that animation needs.
No. A showreel is only assessed if you want to come in at a later course. Principles of Animation asks for no previous experience.
Yes. Here the principles are taken apart over eleven weeks, through exercises that build on each other and individual reviews. If you already have specific character animation training, the teaching board can look at your showreel instead and place you on a later course.
The first step
Before you enrol we have a one-to-one call online with one of the founders. It is there to understand what you are aiming at, answer your questions, and check that the course fits where you are starting from.