Grab a camera and film yourself jumping onto and off of a box or platform. The jump should be asymmetrical, meaning your feet need leave the ground at different times but you can land with your feet together. It will be a lot easier to partner up and take each other's reference, plus it's a lot more fun. It's a good idea to take multiple reference videos from different angles and views, you won't be able to catch all the movements from one camera angle. Even if you just take a side and front view, the small details you pick up from them will help your animation immensly.
Last week you set the key poses in Maya for a standing jump. This week you will be doing the same for an asymmetrical box jump, however you will also move on to complete the animation by adding inbetweens and splining. Make sure you have good reference for this assignment. It could mean the difference between stiff motion or smooth and flowing animation. You will want to review your video reference exhaustively. How do different parts of the body move relative to each other? How does your body weight shift thoughout the different stages of jumping? It is perfectly acceptable to scrub through your video reference in Quicktime and stop at certain points to help yourself in drawing poses for your planning sheets.
Once you have planned out your key poses, start blocking them out in Maya. Like with the standing jump don't worry about timing at first. When you are done with your key poses, move on to timing them out. If your timing or poses are off and you start working on inbetweens, you will have to fix all of the inbetweens as well!
When you feel good about your poses/timing and think you are ready to move on to inbetweening, get a second opinon. This is a very important step in the iterative process that is animation. Sometimes you will get so far into animating that you essentially have tunnel vision. A second pair of eyes will notice things that you may have missed, providing valuable input on improving your motion if not an alternative point of view. Remember that although your TAs are there to help you there are plenty of other people in the lab as well. Feedback from multiple perspectives is always incredibly useful.
After you filter through the feedback and adjust your key poses, you can then move on to inbetweening - and then eventually to splining. If at any point you aren't sure about some part of your motion, and even if you are, don't be afraid to grab someone and ask "how does this look?" Feedback and iteration will continue to be important parts of the process, no matter what stage of the animation you're at.
From now on we are requiring each person to attend an individual motion review meeting every Tuesday/Wednesday so we can provide feedback on the current assignment. You don't have to have everything 100% finished or perfect, but keep in mind that the further you are on your motion, the more useful information we can provide.
Playblasts are Maya's way of creating a preview of your animation that runs in real time, and is much faster to create than a render. Go to Window > Playblast > OptionBox. Change the option for Viewer to 'Movieplayer', change the Display size to "Custom" and enter 640 and 480 for the two values. Change the scale to "1.00", and check "Save to File" and name it appropriately.
IMPORT NOTES: The point of playblasts are to get a good preview of your animation. This means that you should hide everything that clutters the screen, and set the camera up to get a good view of your motion (you don't want the camera so far away that your bouncing ball it just a dot!) You will want to hide the heads up display information by going to Display->Heads Up Display and unchecking everything in the list. You will also want to hide all of the animation controls. Since these controls are usually NURBs curves, go to the panel menu and uncheck Show->NURBS Curves.