overview
Why i abandon the other walk
I was able to start a 2D walk cycle earlier this week but, I was unhappy with it due to a few mistakes made within the timing of the walk. The other problem was that the weight between the two arms was a bit off so, I decided to cut my losses and start with this new walk cycle in with blender as I found the walk cycle, I did over the summer much easier to get the hang of. This kind of continued through the 3d one where reaches tutorial was good I just found switching between the feet to be very challenging to keep track with the and I did find a tutorial online which basically got you to work on one foot then copy and paste flip them to the other foot. This was a lot simpler but, I little bit of a panic I switched back to the 2D walk cycle, I made this decision after looking at the Done I did in class and having the idea that if I can understand a 2D walk and get the basics of that locked down I could do so much better when it comes to the personality walks in 3D as it’s a lot easier to add tiny details in that medium.
I am going to walk through my process of the basic walk as I got a good way into it before leaving it in favor of the 2D one. To start the 3D walk I made the arms switch to FK to help the posing process and then created the first contact pose by planting the feet in a good distance between each other as this would be the first contact pose.
Then going forward after making the down, the first/second pass, the up and then the second contact I reviewed each pose and adjusted the ankle pose to sell the pushing off motion as well as starting to add some very early signs of drag within the feet. One of the tips within this stage was trying to keep all rotations and values to an even number this would inter keep it even on the graph editor when it's came to changing it from Bezier to liner and having equal arcs within it.
This is more apparent within the hip control is a bit like the ik the hip controller can shift the height of the rig in varying ways as well it parallel to the feet to the ground so say if you move the hips down that would trigger the feet i's to bend the knees of the model. The other thing I did was to create a loop for the up and down motion in the walk by using the exarate mode to loop the graphs curves into a repetitive cycle. Though it was coming on well a was having trouble keeping up with the values and overall wasn’ t happy with how it was going so, I c=may come and finish this later date but, I think it might be for the best if I really taker in the 2D workflow so I could translate it to this.
To start the 2D cycle I created a circle and a bean to create the shape of the head and torso, respectively.
Then in order with the improved walk guide with takes both Richard Williman and Preston Blairs and combines them to
create a more concise walk overall. Then I moved the body up and down in order of the down, pass, up and contact to give me a good
idea of how long the limbs had to be.
Then came the limbs where I took the advice from the 2D walk presentation and my project last year and put each individual lime or moving element on to its own layer so I could more easily edited them. I had a tough time with the volume control of the feet and how they came down onto the ground. I fixed this by adding an in-between when the toes where about to hit the ground and for the volume it was as simple as just upping the opacity of the onion skin and tracing the pervious so not much as I was thinking it was going to be.
Then after the arms were added it was time to break them, this is a form of adding drag to the limbs which intern helps the arc of the arm flow more smoothly overall. This also shows us which limb is leading the way for example in this case it is the wrists to it makes sense they will me more ahead of the walk which, adds some much need weight to the walk.
Then it was the time for the extra videos we did not get to do in class that day, such as secondary action where I wanted to add the ears and scarf my character had. To do the ears it was a bit complicated because I knew for that kind of ears, they are not that floppy's, creating good drag on them was hard. Though I do think that they could be improved I on the transition between the last frame and the first frame just to have the illusion that it coming back with the same force as it goes forward. Though I am happy with the result it's something to came back to. For the scarf I implied the chain principle to simulate cloth. the idea is like the ball where you move a row of ball and have them bounce in a descending order of each other to create this wave effect.
Then came the rotation of the body where I added the Nosie where I adjusted the volume of the noise to show how the nose moves around the head is plus by adding a blank frame for when the head turns to give the illusion of it being out of sight.
Afterwards it was just a case of having it reviewed by the tutors by the tutors and doing the line art to clean the piece up and to make it readable as a whole.
Now the next step would be to implement the changes suggested by the tutor such as adding a little more movement to the end of the scarf.
Then for the some of the time there spacing was a bit off but that's not too hard to fix but the biggest one would be how ears match up with
the starting frame and the last it just snaps back a bit too much and those 2 frames need to flow into each other better. overall,
the feedback is mostly positive it just a matter of adding it in now.
I made the recommended changes that were mentioned earlier this week to moderate success. The hands are moving as there supposed to be now which is great and everything looks as clean as it can be. The changes I have struggled with were the scarf and the ears, the advice for the ears were to have the last frame match the starting frame which would avoid the snap which was happing each time the cycle started. To fix this I adjusted the last frame to have a tiny bit of drag but not too much that its horizontal but enough that when it transitions back to frame one it looks like its starting over more naturally. The big problem was the scarf the problem was that the last node in the chain was too stationary but each time I changed it went into a fit of snapping back and forth or did not line up right with the last frame. The fix I implemented was to remove the last node from the chain and have much shorter movements which did help me because the chain theory is still new to me and I havening gotten the hang of it just yet. Though it was an improvement now it is lost that wave it originally had but I do think that it is much more manageable now to see where I was going wrong. I believe the fix would be to add just a bit more overlap within the two nodes at the back and have them offset to really sell this idea.
Animated strategies
@ershariumus How to animate a scarf in motion? 🧣✨ I’m testing three levels using a wave line as a guide and moving circles for flow: 1️⃣ Beginner – The simplest trick: just two frames, where the wave flips vertically, making the scarf look like it bends. Super easy! 2️⃣ Intermediate – A step up! Here, the wave line stretches across the full length and then shifts sideways. The scarf bends based on this movement, creating a smooth flow. 3️⃣ Pro level – Now it gets wild! Waves of circles roll through the scarf, creating realistic bends and folds, while the tip reacts with secondary motion for extra energy. Which one do you like most? 👀🔥 ————————- Wanna animate? Check out my eBook, the link in bio! #procreate #animation #art #2danimation #stopmotion #scarf #tutorial
NobleFrugal studio (31 Mar 2024) How I ANIMATE CLOTHING in OpenToonz Using New Tourbox LITE Console (online) https://www.youtube.com/watch?v=QMSUAoZvV80&t=176s
Animation Mentor (7 Jul 2025) Tutorial: Animating a Basoc Human walk cycle (online) https://www.animationmentor.com/blog/tutorial-animating-human-walk-cycle/
N/A (5 may 2025) Bringing charaters to life: Expert Guide to 3D animation (online) https://www.foxrenderfarm.com/news/learn-about-walk-animation/













