Spline the COG first, beacuse COG drives everything else!:
Translate Y to decide about the weight:
– Remove all the keys which are no longer needed.
- Adjust the timing.
- Simplifie the curve: The goal of cleaning is to get the least amount of keys for the desired effect.
Settings for spline:

The common problem, that animation in spline sucks after moving from blocking, is the skipped part of blocking plus.If the ratio between the key frames in blocking against the entire timeline is small, like only 10 % ( 20 keyed frames for 200 timeline) men’s, that the majority of the work will need to be done by the computer. So here’s the good point, you’re the master of the own tool and not the computer, like the Maya is an extension of your abilities, but you need to dicatete the animation, so this should amplified the meaning behind cleaning the spline curves. (notes form Sir WAde Neistadt)


timeline: 150
key frames: 23
15%frames, the rest will get performed by Maya, which is likely for spline to be a trouble
- the animation will feal very floaty (everything move all at once, at one speed at one direction – it’s like the hullication movement by AI)
- the gimbal lock issue will occur
- Moving holds: timing per body part -favouring the pose to stay in one position longer and then arrive quicker later
ADD MORE KEYS IN THE BLOCKING STAGE TO LOCKDOWN THE TIMING THAT YOU WANT FORM YOUR CHARACTER ACROSS THE ENITRE SHOT
GIMBAL is essentially a 3 ring axis, allowing for the rotation of the object. gimbal lock refers to the situation when 2 ring axis are overlapping, causing locking.
Rotation order by default is zyz, meaning that x is a child of y, y is child of z, so the z is the parent of the all.
Swithcing between: object, world and gimbla view : hold down W and + LEFT MOUSE BUTTON on the viewport