Walk Cycle
For Week 2’s Walk Cycle assignment. I made a 2D walk cycle in class. I was told that my first pose should be a down pose. Not up. To do this, I must bend the legs a little to show form of upbringing. And that I must use my floor guide in order to know what structure of movement/purpose that I’m aiming for. I was also told to make sure the torso wasn’t sliding and moving out of place.
Here is a sample.
For my 2nd 2D animation, however, I made sure the character’s movement was accurate and realistic to the human form. Making sure each frame matched to the opposite side of the passing pose. The lecturer thought my movements were good and that my hair flowed smoothly with a nice bounce. However, the torso and arms of my character were moving a bit rigid and out of place. Therefore, it was recommended to move the top part of my character’s body, i.e., the torso, and to form a twist motion by using some of my recent poses. Sadly, however, I had a difficult issue when moving the character’s body as the body of my character wouldn’t stop shifting, therefore I couldn’t fix my character’s torso. For future improvements, I would like to make practice on my walk cycles. I would also like to experiment with different angles instead of using a side view format.
Here are the final results.
Personalised Walk Cycle
In this assignment we had to consider what steps and movements that we would need to take as every individual movement is different with its own characteristics; therefore, I had to learn the basics of my personal choice: an angry walk cycle before doing the assessment. The angry walk cycle uses a lot of wide leg motion, and the pose tends to be down with the legs of the character bent and arms bent across and up from the torso. Facing forward near the head.
Here are the finished results that I received within my spare time.
Future note: I needed to ensure the torso doesn’t slip out of place when the character is moving.
For my 2nd personalised walk cycle, I made sure my outline was more neat. I decided to add detail to when the character stamps on the ground in order to add exaggeration. My lecturer told me my walk cycle was good, but it could be better by adding some features to the character, such as hair or a hat. I considered that my character should have a bouncy top hat that goes up and down when they move. My personal thought of this method was that it can bring the audience’s attention as well as give an outlook that my character is going very fast and aggressive as the hat plants on the character’s head.
Run Cycle
The 4th week of Animation Strategies, I made a run cycle using a reference for inspiration. This is the first piece I did in class; it was okay, but I thought it could be a little bit better by adding more emphasis and exaggeration to the character. I would also need to make sure my torso or any other body parts don’t move out of place, as this animation shows my character’s torso slowly sliding away from their body.
I had received positive feedback from peers and lecturers, and they said my work was perfect. The only downside is that I made a mistake when I drew the legs, as I had accidentally drawn the legs in the wrong direction. In order for improvements, I must correct my mistakes and add extra features, such as hair or a hat, to give more emphasis to the character. In this animation, I decided to add eyes and to make it seem as though they are blinking. Adding more detail/depth to the character.
Run and Jump Cycle
The first following run and jump cycle I did in my own time was a bit rushed. For this cycle, I used a box and floor lining for guidance. From my peers, I was advised to exaggerate the anticipation of the jump and to finish the run by maybe having them run off the screen. Suggesting an in-between to credit the smoothness and flow of the character’s movements. I was also told to keep the character’s arms and legs moving when they jump, including a down pose to sell the landing.
For my final run and jump cycle, I decided to make my character run and jump at an infinite pace whilst keeping them at the same area, the same way as the other animations I did. I also hadn’t had Harmony at that time, so I had to use Krita, which is an animation/digital art software that allows digital artists like myself to create their own art pieces, including animation. My thoughts on my animation were neutral, as I would like to improve on my jump cycles while using Harmony. I would like to use Harmony more, as a lot of animation industries nowadays use Harmony.
Here is the finished result.
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