Monday 21 May 2012

Important tips for creating Walk Cycle Animation

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.






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)




For Different Walks


The above formula is just that:
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



 The arms swing back and forth opposite to the legs.
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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