The most important point of all is :
1. Where is the Mass ?
The mass needs to be above the feet and slightly forward.
The more forward it leans, the faster your character should walk.
Look out for a common mistake - check each frame and make sure the body didn't get left behind... (maybe it doesn't want to go? :-)
The best way to animate is to move the big mass first, and then the rest of the body.
Look out for a common mistake - check each frame and make sure the body didn't get left behind... (maybe it doesn't want to go? :-)
The best way to animate is to move the big mass first, and then the rest of the body.
2. Keep your Feet on the ground !
Make sure the feet keep good contact with the ground -
Don't let them slip.
SO when you animate - determine which foot supports the weight,
and FREEZE it. Disable the tweens. Delete foot keyframes until you reach a frame when this foot must move again - and the other foot takes on the weight.
3. The Body Mass goes up and down !
As we walk, our legs push our bodies upward as well as forward, and we rise and fall with each step.
The lowest part is the bounce, key frame #2, when the front leg receives the weight and bends under it.
The highest part is the passing position, where we stand on one straight leg. (Green Passing Position break-down frame)
The lowest part is the bounce, key frame #2, when the front leg receives the weight and bends under it.
The highest part is the passing position, where we stand on one straight leg. (Green Passing Position break-down frame)
For Different Walks
A formula.
You need to modify it for your characters.
Here are some things to consider:
- For a Massive man - make slower steps and a deeper bounce (go lower on key #2).
- Woman on high heels - small steps, almost no bounce, mass barely moves up and down.
- Bugs Bunny style "double bounce" - add another dip in the passing stage. (Another #2, so to speak).
- Play with the break down - especially the passing position - to give your character some character.
An "Advancing Walk Cycle" vs. a "Moon-walk" cycle
If you're creating a walk cycle animation for a game, you might want it to happen "on the spot".
In my experience it's best to animate a normal advancing double step first, and only when you're happy with it, "squeeze" the key frames in.
Mark the center of gravity with a guide line and cut and paste the character in each frame to this center.
Swinging the Arms
When the right foot is forward - the right arm goes backwards.
Passing position for the arms happens together with the legs passing position.
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