Animation Strategies: General Module Evaluation and Compilation.

This post will act as an overall conclusion of my work on the second coursework component of the Animation Strategies module and as a final evaluation of my progress during the entirety of this module.

What Was Done Right.

When it comes to what I think went well over the course of the entire module, I feel that my experimentation has went immensely well. By experimenting prior to developing the finalized animations for submission, it allowed me to gain a better understanding of how to approach animating each of the projects within this module as I would be able to improve upon any of the short-comings that may have been present within the initial practices. Another aspect that I think went well with the development of my coursework is keeping the shapes and silhouettes of my characters more consistent in the second coursework assignment. Following the feedback I received from my first coursework submission, one aspect that was quite distracting was how some parts of my characters would either become bigger or smaller for no reason during the progression of the animation. As a result of this feedback, in my second coursework I paid more attention to keeping the proportions of characters during the progression of frames more consistent and I felt that this attention to detail definitely paid off and my coursework 2 entries were much more consistent with the character proportions.

 

Where Improvements Can Be Made.

Despite my satisfaction with my progression through this module, there is definitely points that I wish to improve upon in future projects. T he biggest improvement I want to make in future projects is be more adequate at time management. Despite the result of my progress, I still think i was not good at managing my time with each aspect of this module especially with the second coursework component and I can’t help but feel that if extra time had been taken to experiment further, then perhaps the results could have been of a higher standard. Another aspect I want to get better at is having more consistent line art within 2D animations I develop in Harmony. My second entries suffer the most from inconsistent line-art which looking at it in retrospect I feel is a bit distracting especially in my finalized weight-lift animation which the head line art is noticeably finer than the body’s linear which does make the end product look slightly odd. These are aspects I intend to improve upon in future projects.

 

Overall Conclusion.

Overall, I found this module immensely helpful for learning core strategies when it comes to animating characters such as runs, walks, jumps etc. I can confidently say that I have gained a much better understanding of how to approach animating sequences that are essential skills to any animator within the industry. I only intend to improve further from my progression by taking on more complex experiments and animation sequences following this module to increase my ability to observe and bring characters to life through animation.

Coursework 1 Progression.

Coursework 2 Progression.

Lip-sync referencing.

Ghostbusters. (1984). [Film/Movie] Culver City, Ca United States: Columbia Pictures.

www.youtube.com. (n.d.). Full Television Commercial | GHOSTBUSTERS. [online] Available at: https://www.youtube.com/watch?v=sRee26pfVzU [Accessed 4 Jan. 2024].

Coursework 2: Lip-Sync Practice/ Final Submission/ Summary and Evaluation.

Initial Introduction and Practice.

The final sequence required for the Coursework 2 submission was a lip-sync sequence. This was easily the toughest process out of the 3 animations I had to develop for the submission, I did not have any past experience at animating lip-syncing and so I was going into this whole process with no prior knowledge. For the initial practices, I used a reference that was provided by the lecturer’s slides and also a pair of audio files to animate my initial lip-sync practices. I first started with the 3D animation practice and was able to develop it quite quickly, I also added a bit more animation to the rest of the character model to make the sequence look more organic. If I have any points I would to improve upon, it would be the pacing of the mouth movements, it stops far too early and it is immensely distracting. After this 3D animation practice, I then developed a 2D sequence using a provided character face and audio file. The animating process of this practice was quite time-consuming due to redrawing various moth shapes repetitively for each frame. But I was able to complete the 2D practice too and I was satisfied with the final result, the only aspect I believe that could be improved would be the pacing of the mouth movements on certain words or sounds as it feels like the mouth is moving too fast for the audio. Another aspect I would add to improve the sequence is a bit more facial animation such the face’s shape changing slightly on certain words and sounds to make it look more realistic. After completing these practices I then decided to create my final lip-sync sequence in 2d

 

Progression of Submission Lip-Sync sequence.

For my finalized submission, I decided to use an audio clip from the film (“Ghostbusters” (1984)) which in this case was an exert from the “in-universe” commercial for the Ghostbuster’s business as it was exactly ten seconds in length which was the requirement for the final submission. I was able to obtain the audio I needed from the official Ghostbusters YouTube channel in the video titled “Full Television Commercial | GHOSTBUSTERS” (2020), I recorded the audio exert I was after through Audacity and then began work on animation the framework of the three character I would be using. This was purely done to get an idea of each character’s body movements down first, I would then Animate the mouth movements in time with the body movement, this was the process I spent the most time on to make sure I got the pacing of the mouth movements to match up with the audio and once I got it to a stage where I felt it was in sync with the audio, I then drew the character designs using the framework as a basis while also adding in a few in-between frames to make the character movements look less choppy and more organic. Due to my initial complaints with my first 2D practice, I also made sure to add a bit more facial animation in the final version to make the sequence more realistic.

 

 

Evaluation and Conclusion.

Overall, I feel that I was able to create a lip-sync sequence very well and I’m immensely satisfied with the end result. I’m especially pleased with how I animated the mouth movements to be in sync with the audio I was using and the use of facial animation to add to the movement of the overall character animation which made it feel more fluent overall. Despite my satisfaction with the final animation, I still have some points I think that could be improved upon in retrospect. By far, the main aspect I would improve would be the facial animation on the second character. This is because while looking at it now in retrospect, I feel its a bit too stiff and could perhaps benefit from having more changes in the facial shapes during certain words and sounds especially during the point where he lifts his head upwards as it is far less noticeable and the facial movements are very stiff which I will try to avoid in future projects like this. In any case, after completing this animation I can confidently say that I am more aware of how I should animate lip-sync animations. Especially following this project, I am able to also determine what I should and should not do while developing any lip-syncing animations in any future projects.

 

Bibliography.

Ghostbusters. (1984). [Film/Movie] Culver City, Ca United States: Columbia Pictures.

https://www.google.com/search?q=lip+sync+animation+reference+front&tbm=isch&ved=2ahUKEwiQxJPR3MSDAxVkmicCHRSaBy8Q2-cCegQIABAA&oq=lip+sync+animation+reference+front&gs_lcp=CgNpbWcQAzoECCMQJzoGCAAQBxAeOgYIABAIEB46BAgAEB46BggAEAUQHlDnCFjREGCoFWgAcAB4AIABUogB7gOSAQE3mAEAoAEBqgELZ3dzLXdpei1pbWfAAQE&sclient=img&ei=UCmXZZDcD-S0nsEPlLSe-AI&bih=961&biw=1903&hl=en#imgrc=TYa27co71hHmQM

www.youtube.com. (n.d.). Full Television Commercial | GHOSTBUSTERS. [online] Available at: https://www.youtube.com/watch?v=sRee26pfVzU [Accessed 4 Jan. 2024].

 

Coursework 2: Run and Jump Progression, Summary and Evaluation

Initial Jump Practices

One of the first animation practices I created during this assignment was actually a basic jump to show a basic shift of mass quickly from one point to another. for this practice, I referred once again to Richard Williams’ “Animator’s Survival Kit” (Page 213) (Faber and Faber 2001).  Using the survival kit as a basis, I was able to create a set of keyframes and then I was able to animate these Key-frames within Harmony. Along with animating the keyframes, I also added some early anticipation poses as well as slowed down the starting poses to create a more organic jump that looked more realistic. I felt that this first Practice went well but if I were to do it again I would perhaps try to make some of the leg movements less choppy while the character is airborne or how the foot that has a delayed fall seems to fall a bit too slowly. In any case, this exercise was helpful for me when understanding how to animate a character executing a basic jump. I also had some experimenting at animating a 3D jump between key poses through the weekly lectures just to get some more experience with developing the exact same sequences through different means of animation. Although, I felt that it came out looking quite impressive, I decided quite quickly that I wanted to do the final submission animation in 2D.

 

 

 

Development of Final Run-and-Jump

After I completed the first jump exercise, I began to establish what I would do for my final submission animation. The main idea I came up with was a simple run and jump over a large box. I would eventually find out that as it turns out I couldn’t find a point of reference that perfectly reflected the action I initially envisioned. To compromise, I decided to find a point of reference that came close to the poses I required and then interprete the loose ends of the my sequence. The main Reference I used for getting a loose idea of the required poses were two YouTube videos by the users “Adam Turnbull” and “Amar Nawaz” known as “Animation sequence test – Run / Jump / Turn / Stop” (2016) and “Character Animation| Jumping Over| Task 06| Maya” (2021) Respectively. By using both of these videos, I was able to grasp a close idea of the type of poses I would require to animate my final run and jump animation. After getting my key poses transferred I then began experimenting with animation smearing with the sword as I thought due to the sword constantly moving back and forth rather quickly and felt that using smeared frames could emphasize the speed. However, when put into practice I found that it didn’t really work and it felt slightly tacky due to the constant moving and the sword not staying stationary for long enough which all came together to make it not look right. So, in the end I decided to scrap the smeared frames and just kept the sword’s frames static. After making any necessary adjustments to the pacing of some frames so the entire sequence felt fluent enough for finishing off the final character frames.

 

 

 

Summary and Conclusion

Overall, I feel that this animation came out quite well and I feel I was able to achieve the type of run and jump I set out to initially develop despite the short-comings of having to use loose referencing and interpretation. Regardless of my satisfaction with this piece, it does have room for improvement. Primarily in its pacing as I feel it is still too slow when the character makes contact with the floor and runs of camera, while also being slightly too fast during the jump itself. But overall Im satisfied with the end product and I do intend to improve upon these short comings in future practices and sequences.

 

 

Bibliography

Williams, R. (2001). The animator’s survival kit. London: Faber And Faber.

‌www.youtube.com. (n.d.). Animation sequence test – Run / Jump / Turn / Stop. [online] Available at: https://www.youtube.com/watch?v=tLbgoAy-wUU [Accessed 1 Dec. 2023].

‌www.youtube.com. (n.d.). Character Animation| Jumping Over| Task 06| Maya. [online] Available at: https://www.youtube.com/watch?v=kjqierFmHLk [Accessed 1 Dec. 2023].

Coursework 2: Body and weight mechanics practice and Final Outcome- Weightlifting

 

Initial Research and Practice.

For the first week of the second coursework component of the animation strategies module, we began by developing an animation of a character lifting a weight. For this I primarily turned to YouTube for referencing and found my best referencing through  YouTube user Clarence0’s  video titled “340kg / 750lbs Deadlift @100kg” (2016). Using this video, I was able to get a good understanding of the stages that a person takes when lifting a heavy object and was able to establish a set of keyframes to begin work on my first prototypical weightlifting sequence.

Like my past practices and experiments, I sketched out the key frames traditionally to get a feel for positioning and composition and then began to work on the actual animation on Harmony. I was able to come up with my first working prototype relatively quickly and I felt that my key framing emulated the general stages of a weight-lift quite well. However, there were a few aspects I felt could be improved upon. The first and perhaps the most noticeable improvement, is the pacing of the sequence. Looking at the speed of this first attempt, it is too fast and makes the barbells appear lighter than they should be. The other point I noticed was the way the barbells flexing was approached using perspective. When the sequence beings the two weights are cylindrical but my use of perspective unintentionally deformed the shape of the weights as the sequence progresses, resulting in the weights appearing more cone-shaped by the end of the sequence. With the results of this first practice, I felt more confident about what I needed to adjust to refine my weight-lifting sequence.

Final Submission development.

After the outcome of my first weight-lift exercise. I felt I was ready to being development of my finalized weight-lift. This time around I started with my usual process of sketching and transferring the keyframes into harmony and then I began to work on the sequence from the ground up. While trying to interpret the in-between frames, I further analysed “340kg / 750lbs Deadlift @100kg” (Clarence0 2016). This time, I payed closer attention to the slow progression of applying pressure at the upper and lower torso to allow for the gradual lifting of the barbell to emphasis its immense weight. I also wanted to put more emphasis in the anticipation stage of the weight-lift with having the character make sure his foot placement is perfect before committing the lift. With these new observations I was able to begin developing the sequence while also keeping the aspects I was happy with in my last attempt including the barbell flexing due to weight and the weights cracking the surface upon hitting the ground again. Overall the development of this sequence went quite well but I found even after using my new observations, it still felt like the sequence was happening too quickly and I was alerted to this by my lecture’s observations of my animation. This problem was easily fixed by adding more frames and in-betweens during each of the stages of the weight-lift and the progression from initial sketches to the final result can be seen below.

.

Conclusion

Overall, I am satisfied with the end result of my finalized weight-lift animation and I feel that I have improved my ability to observe how characters would carry out lifting heavy objects and the sequence that revolves around making a weight-lift look believable. I do intend to improve my observations of this sequence and improve on animating weight-lifts as I feel that there can be some improvements made such as adding more in-between frames to create a more smoother assent when a character is lifting a heavy object.

 

Bibliography

www.youtube.com. (n.d.). 340kg / 750lbs Deadlift @100kg. [online] Available at: https://www.youtube.com/watch?v=QdTc2Gv52uI [Accessed 4 Dec. 2024].

Animation Strategies Assignment 1 Reflective Post

This post will act as my final summary of my Animation strategies Assignment 1 “Animation Walks and Runs”.  For the general summary of my activity during this assignment, in the week prior to the assignment’s beginning I decided to take a few practice attempts at creating walk cycles because I am aware that walk/ run cycles are some of the most important animation principles for animators to learn due to how frequent we will be animating characters walking and or running in the industry so I just wanted to get a head start especially since before the semester began I invested in a copy of Richard William’s “Animation Survival Kit” (Faber and Faber 2001) thanks to recommendations from my lecturers. So, I created a pair of prototype Walk cycles using the principles from the survival kit, in retrospect I can now say that these pieces were not structured correctly. For one, When I sketched out the frames, I was not only planting the foot and arm placement purely by eyeballing it, I also used a framework that was simply too complicated which lead to me making more mistakes than creating something more fluent. another aspect that is a downfall for the first two walk cycles is that I only animated the core keyframes on twos, this makes them look more mechanical and faster than they should be.

 

Another slight hardship I encountered towards the beginning was a transfer in the software used for animating the walk and run cycles for the final submission, prior to this module all 2d animations I developed were created on Krita due to me becoming accustomed to its tools and how the software functioned. But one of the key parts of the curriculum was to develop animations on professional software used within the industry, in this case Harmony (or toonboom). I honestly found the transference tough at first as I could not fully understand the properties of this software and was also under-pressure to finish everything in time for the deadline. However, I reasoned that the only way I was going to improve with using industry software, was to experiment with industry software. So, I developed a prototype walk cycle to get a feel for how Harmony worked and in hindsight it was a very rough outcome, this is primarily due to me not fully understanding the properties of the software. So, following the first attempt, I practiced a new method of traditionally sketching out the keyframes and then importing them into the Toon boom files as a reference to draw over and I also exercised the use of in-between frames to improve how smooth the final animations were.

 

Using this method, it resolved many of the issues and difficulties I had with the previous attempts I made at animating walk cycles, the cycle I developed was an animation with emotion in the form of a character walking while crouched down. Although I was quite impressed with the outcome of this practice, my lecturers had one main point that could be improved and that was the leg movement in relation to the torso’s positioning as it was described  as being too low to the ground in relation to how much the legs were moving which in retrospect I can see their reasoning for this feedback and I had every intention of improving upon this feedback with my future animations.

 

After I completed all of these practices and prototypes, I then began work on the finalized run and walk cycles. The first final attempt I made was on an emotive walk which in this case was basically a strut while carrying a sword over the character’s shoulder, for this and every other final animation I have done for the assessment, I developed a simple character design based on the framework I had developed for my final animations to keep it consistent. The methods I used, the sketching processes and referencing I used can be seen in the individual blog entries which I have created for each of the finalized animations as well as the prototypes to show their entire development processes. The first finalized walk cycle I developed turned out to be quite successful and seemed impressive. However, its first rendition was not perfect, the biggest problem was the amount of waist movement as pointed out by my lecturers which was too distracting, I would rightly correct this problem and I can say I’m satisfied with the end result.

 

After this, I would develop the default walk cycle to show my basic understanding with the mechanics of how a walk cycle must be animated, so I was able to develop this animation easily and the only thing I would improve is trying to keep the body proportions consistent between frames but I’m sure this will improve with more experience. Along with the basic walk cycle, I decided to develop another personality walk, this time I went for a more defeated or sad walk, I had quite a bit more experience with developing walks at this point and felt more confident when developing this walk cycle, but that does not necessarily mean this cycle had no faults. The main fault that is present with the defeated walk is that between 3 of the frames (Towards the left foot contact stage of the walk), the left foot seems to go out slightly too far and then quickly snap back into place. But aside from this slight error, I was satisfied with the outcome.

 

As the three walk cycles were being developed, I also simultaneously began work on the two run cycles. Due to being a bit more stretched for time at the point where I began the development of the run cycles, as well as having past experience from the walk cycles I had developed, I felt I would be okay to translate the skills I had got from the walks I had developed to then work on my run cycles. This time around I started with the basic run basing it on the key-frame references once again found In “the Animator’s Survival Kit” (Richard Williams/ Faber and Faber 2001) and I found this to be quite easier than the walks as both the runs were done on ones, using only the key-frames so I was able to crank them out quickly, The end result of the basic Run was satisfactory with the only adjustment being needed was the placement of the legs being differentiated slightly from each other to make the run look less mechanical and mirrored But after that I was satisfied with the outcome.

 

When I began thinking about what I could do for my run with personality, I was immediately reminded of a specific animation found in the video game “Mario & Luigi: Paper Jam”(Nintendo 2015). In this game there is a specific run cycle which I wanted to try and recreate as I thought it was a perfect example of a run with personality and emotion behind it (More details can be seen in the individual posts). I was able to sketch out the key frames easily following the sketch I developed for the basic run with some slight adjustments to the leg placement as well as a complete reworking of the movement of the upper torso. I then got the initial framework as well as the final animation created relatively quickly and was quite satisfied with the result. The only thing I wanted to improve was the arm movement, because at one point in the run cycle the arms reach the same position at around the same time between two frames, this was easily fixed thanks to a suggestion of simply adjusting one of the arms a bit to differ their placement between the two frames and this seemed to fix the problem I had with the run cycle which concluded  my coursework development for the assignment.

 

If I was to try this assignment again, the main aspect I would do differently would be to experiment more with various types of walks and runs which differ quite substantially from each other in terms of; posing, speed, weight, personality etc. This would naturally give me a bit more experience at creating more individualized walk and run cycles for characters and obtain a more versatile understanding of the theory behind creating run and walk cycles and how I can adjust these mechanics to convey personality much more effectively. I intend to perform further experiments with developing run and walk cycles following this assignment, as this is a mandatory skill for the animation industry, On top of this, I may also try to experiment more with developing run and walk cycles through other animation medias particularly 3D animation, as 3D animation generally, is something I need to work on quite a bit and I want to improve my skills with animating 3D character rigs which will better my chances in starting a career in the animation industry due to having a more versatile skill set in both 2D and 3D animation.

 

 

 

Williams, R. (2001). The animator’s survival kit. (Pg:177) London: Faber And Faber.

 

Mario & Luigi: Paper Jam (2015). Nintendo 3DS [Game]. Nintendo, Japan

Final Run Cycle with Personality progression

For the last finalized run cycle I had to develop a run with personality, I had an idea of creating a sort of scared and frantic run but I didn’t fully know how I would approach this until I remembered a specific animation from the video game “Mario & Luigi: Paper Jam (Nintendo; 2015) where Luigi does a Frantic and scared run where his upper body hunched forward and his arms are stretched outward and flailing. As a reference, I ended up finding the sprite sheets from the game through the “Spriter’s Resource” website which has an entire database of the sprites used in the game for all the characters. So, I took this as a reference on how to animate the upper torso and then I slightly reworked the keyframes I had made for my basic run cycle which I got the reference from Richard William’s “Animator Survival Kit” with a few adjustments to the foot-placement on the contact poses to differentiated it from the default run cycle. The reference, initial sketches and final animation can be viewed below too.

Overall I think the end result was quite impressive I definitely have  one aspect I would like to improve in the future and that is the differentiating between the left and right arm movements, I have found even in the final animation the arm movements are so close to each other and so fast that the all gel into one and it doesn’t feel like the two arms a separate from each other but overall as my first attempt at a emotive run cycle it is a good result.

 

 

Mario & Luigi: Paper Jam (2015). Nintendo 3DS [Game]. Nintendo, Japan

 

Sprite sheets Websites Reference

www.spriters-resource.com. (n.d.). 3DS – Mario & Luigi: Paper Jam – Luigi (Battle) – The Spriters Resource. [online] Available at: https://www.spriters-resource.com/3ds/marioluigipaperjam/sheet/74103/ [Accessed 31 Oct. 2023].

 

Williams, R. (2001). The animator’s survival kit. (Pg:177) London: Faber And Faber.

 

Final Walk Cycle with Personality Progression.

After finishing my basic walk and run cycles, I then had to tackle developing a run and walk with personality. I started with the walk cycle, for this cycle I did want the shift the center of gravity with it and so I once again referred to Kevin Parry’s “100 Ways to Walk” YouTube Video and specifically used the walk titled “All is Lost” (Timestamp- 4:55) (Kevin Parry: 2018). With this reference I developed the sketches for a more slouched down low-mood type walk and the keyframes in terms of their foot placement differed quite substantially from the basic walk cycle where it was long and wide contact poses with a decent pace, this walk cycle kept the foot placement a lot closer during the contact poses and on top of this it was set at a much slower pace to convey that look of defeat and or exhaustion. Which leads to the main hardship faced with the development of this walk cycle, By far out of all 4 of the cycles I had to develop for this assignment, this one was the most labor-intensive animation to develop due to the sheer number of frames I need to create to slow this walk cycle down to the correct speed. Although I’m very impressed with this walk cycle I do have some aspects I would improve upon if I were to attempt this type of walk cycle again and that is how I handed the secondary action of dragging the sword which I think changes length as it moves up and down and I intend to keep this in mind with future animation practices, the progression from initial sketches to the final animation can be viewed below.

  

www.youtube.com. (n.d.). 100 Different Ways to Walk by Kevin Parry (Animation Reference with Music). [online] Available at: https://www.youtube.com/watch?v=cVjIqr8CTtQ&t=134s [Accessed 2 Nov. 2023].

 

 

Final Basic Walk cycle- Summary of progress

After I had developed my first final walk cycle, I was aware that it wasn’t exactly a default walk and since it is part of the module requirements to show a fluent understanding in the basic mechanics of walk/run cycles and I felt my first final cycle didn’t show the basic walk cycle correctly with having only having movement in the left arm. So, I decided to develop a basic default walk cycle to show my understanding of the core mechanics of walk cycles, using the lower torso keyframes I had developed from the previous walk cycle to get the correct foot placement. The initial sketch and final animation can be viewed below. Overall, if there was anything I would want to improve with this final animation It would be some of the unnecessary shape-shifting of some parts that don’t make any sense, The neck is a perfect example as it constantly changes thickness for seemingly no reason and once its noticed I can be quite distracting. I do intend to work on this aspect with future attempts.

 

Final Basic Run cycle Progression

After I finished The basic Walk, I then focused on developing my basic run cycle. As I had done with the walk cycle before, my main point of reference for developing my run cycle was specifically from of Richard William’s “Animator’s Survival Kit” (Williams, R. (2001)) From my past attempts of Walk cycles, I thought creating a run cycle would be quite difficult but I found the development of a Run cycle is actually less labor-intensive. Reasoning being is that although the number of keyframes is now Seven rather than Five, unlike walk cycles which usually require a set of in-between frames to slow down the motion. Typically making the motion as fast as possible is the aim for creating Run cycles, so unlike my basic walk cycle which required to be animated on twos along with having a full set of in-between frames to get the correct pace, my run cycle was developed by animating it on ones and only containing the key frames in order to get the timing right.

Overall, I found understanding the basic key-frames of a run cycle a bit more difficult compared to walk cycles as it relies on all keyframes being plotted correctly in order to create a smooth motion as opposed to relying on in-between frames to create a smoother animation like with walk cycles but I’m sure this is only due to this being my first proper attempt at a run cycle and I was purely using my experience from developing a walk cycle along with the key frame referencing from Williams’ Animator Survival Kit.

Another aspect that needed to be adjusted with my run was differentiating the movement of the left and right legs from each other to make the run cycle look less mechanical and mirrored when moving back and forth. To counter this, I decided to adjust the two contact poses to be stretched at different lengths for each side to differentiate them a bit and I found this helped my final result. You can see the progression of my final basic run cycle from reference to initial sketches to the finished animation below.

 

 

 

Williams, R. (2001). The animator’s survival kit. (Pg:177) London: Faber And Faber.

Week 4 Final Walk cycle progression

For week 4, we were simply tasked with working on the run and walk cycles for our final submission and so I have spent the last 2 weeks developing the final walk cycle. Like with my previous walk cycle, I decided to use Richard William’s “Animator’s Survival kit” as my main point of reference, but I also used more referencing from a video on YouTube by “moderndayjames” titled “2D Animation: Walk Cycles” as His example also used a character with a sword over their shoulder. Before creating the digital animation, I created a few traditional reference pieces which include a basic frame work of the character along with a finalized  design for the character for I’m going to use as my model for the demonstration of understanding how to create run and walk cycles. This process was quite long and progressed over a week of constant development, I started with the legs and waist just to get the foot positioning correct as well as the hip movements, Once I was happy with their placement I then animated the upper torso, the left arm then the head. during my final rendering of the framework aside from some slight adjustments to the sword’s perspective the entire process has allowed me to gather a much better understanding of how I should structure the development of animations the progression  and final walk cycle can be seen below.

 

Williams, R. (2001). The animator’s survival kit. (Pg:177) London: Faber And Faber.