I've been learning 3D modeling for about 2 months now, and I want to start creating some animation projects to build a small portfolio. I have access to Autodesk Maya.
What animation exercises would you recommend for someone with limited time (about 5-6 hours per week)? I'd like to focus on projects that teach fundamental skills but also look impressive enough to include in a beginner portfolio.
Any suggestions for character rigs I could use? Thanks!
The absolute first thing any animator should master is the bouncing ball. It might seem overly simplistic, but it teaches ALL the fundamental principles:
- Timing
- Spacing
- Squash and stretch
- Arcs
- Anticipation
Start with a basic bounce that loops perfectly. Then try changing the ball's properties - make it heavy like a bowling ball, light like a beach ball, or bouncy like a tennis ball. Once you've mastered that, give your ball some personality. Make it hesitate before jumping a gap, or add simple appendages like ears that follow through.
Only after you've really nailed the bouncing ball should you move to more complex animations. This isn't just my opinion - it's the standard first exercise in literally every animation program worldwide for the past 80+ years.
👆 This! I can't believe how many people want to skip the ball exercise and go straight to character animation. You're just setting yourself up for frustration.
After the bouncing ball, a solid progression would be:
1. Walk cycles (seriously harder than they look)
2. Run cycles
3. Walk/run with props
4. Jump animations
5. Weight lifting animation (great for learning how to convey mass)
6. Basic combat moves (punch, kick, sword swing)
7. Combat combos
For rigs, check out the Agora site - they have tons of free ones. The Ultimate Fox and Ultimate Beefy are good starter rigs.
For portfolio pieces, I'd recommend picking 3-4 of these exercises and really polishing them rather than doing all of them with mediocre quality.
If you're using Blender, Polyfjord on YouTube has amazing beginner-friendly animation tutorials. Some cool ones that take just a day or two:
- Twisting crystals
- Animated fireball
- Simple mechanical robot
- Wall destruction
Also check out Blender Made Easy for quick environment stuff like ocean scenes with rain. You can complete those in under an hour.
lol everyone's like "sTaRt WiTh A bOuNcInG bAlL" but let's be real - nobody's portfolio ever got them hired because they had an amazing bouncing ball animation 😂
@thiva32, Actually, experienced animators can tell within 5 seconds of watching a bouncing ball animation whether someone understands the fundamentals. I've literally been in hiring meetings where candidates were rejected based on poor ball physics in their demo reel.
Walk cycles are deceptively challenging! I remember spending weeks on my first one thinking "how hard can it be? I walk every day!" The key is really understanding weight shifting and how feet actually move - they don't just go in straight lines but actually cross over the center line slightly. It's amazing how many professionals in the game industry still get this wrong.
Try this: record yourself doing the movements you want to animate. Watching yourself in slow motion is SUPER helpful for understanding how bodies actually move!
Since you mentioned limited time (5-6 hours per week), I'd suggest focusing on micro-animations that you can actually finish. Nothing worse than having 10 half-finished projects.
Some quick completable ideas:
- A character picking up an object
- A door opening with character interaction
- A simple emotional reaction shot
- A character drinking from a cup
Small, focused animations that demonstrate specific principles will serve you better than ambitious projects you can't finish with your time constraints.





