The Brief – We have been tasked to create 3 walk cycles, a walk cycle, a run cycle and a body mechanics motion. This can be done in either 2D or 3D.
Notes from Sarah’s lecture
- Analyse 101 Dalmatian walk cycle
- Successful walk cycles involve understand of the mechanics of an action, acute observation of life and a basic awareness of physics
- Used to add personality, age, mood, attitude
- A walk is basically a fall and a catch
- Biggest issue with walk cycles is lack of weight or reaction to gravity
- Basic walk cycle is – contact, recoil, passing, high point
- Contact is the feet touching the ground
- Recoil is the shift of weight
- Passing is where legs are passing
- High point is highest point where legs have passed
- In a walk cycle the spacing and timing between key poses is known as the tempo
101 Dalmatians Walk Cycles
- 1st person – slouched, slow moving, unbothered
- 2nd person – straight backed, head held high, quick shoulder movement, pride
- Child with puppy – bouncy walk, shows youth, relaxed shoulders and arms
Alan Becker – Animating Walk Cycles
- ‘A walk cycle is a looping animation of a walking character’
- It’s better to move the background than the character, so if you can animate in place
- When animating from the from draw the up and down poses first as they are the most distinguishable
- Adding personality can be done by timing, position and offset
7 Common mistakes when making a walk cycle
- Phases – don’t let the same arm and same leg swing at the same time. Good walk animation is the leg moving forward, with the opposite arm swinging forward.
- Simultaneous Movement – there is lag between limbs, arms and legs shouldn’t move at the exact same time.
- If you are moving the character from A to B with a static background, do not do it in a looped movement
- Do not under exaggerate up and down movement
- Do not make a step and just copy and reverse it for the opposite step, looks stagnant
- Uneven movement of supporting leg can make the character appear twitchy
- Foot and toe movement is meant to be elastic but is often left wooden and static
For my Walk Cycles I am planning to use the 3D Azri rig in Maya. The reason I am going for 3D over 2D is that I don’t have as much confidence in my 2D sketching ability. I also want to practice more 3D work and this is an opportunity to use Maya more and become more comfortable with rigs.