In this article, we've outlined the top resources for learning a walk cycle. One of the best ways to refine your skills as a Character Animator is to do a walk cycle.
Enjoy a collection of references for Character Design: Walk Cycle. The collection contains illustrations, sketches, model sheets and tutorials… This
One of the basic skills that an animator should have is to know how to animate walk cycles. Here are our favorite walk cycle references.
For my basic walk cycle i followed Penny's Blog and also used "Richard Williams- the Animator's Survival Guide' they were both very helpful and useful to my final walk cycle. I did the walk cycle about 4 times before getting it perfect. Here's one of my failed examples After this attempt i had 3 more goes at trying to get my walk looking normal so i payed closer attention to the richard williams book. And drew out rough sketches of what the poses, just because it helped me understand them more and was easier to animate once i understood the anatomy. I drew the poses without the arms because it was easier so then i could just focus on what the legs should look like . I then added the arms into the animation without drawing them, because there much easier to visualise. Here's the final playblast of my finished basic walk cycle, I think it turned out well, and the other walks i did helped me correct my errors and get the final result which is shown below. Here's the Final Rendered Version of my Basic Walk Cycle
What do characters do more than any other thing in an animated film? They walk!* Walk cycle proficiency is a key foundation in understanding how to animate and is a must in an animation reel. *(See walk cycle breakdown and animated walk cycle gif's cycles to study below....) Animation Cycle breakdown Cycles to study The Walk The Run Walking with attitude and emotion Beautiful Stimpy walk cycle by: Humberto Rosa Other action Cycles Great walking tutorial breakdowns by: Felix Sputnik Quadruped cycles
Enjoy a collection of references for Character Design: Walk Cycle. The collection contains illustrations, sketches, model sheets and tutorials… This
Character animation has come a long way from what it once was, yet many principles established in the 1930s and 40s still very much apply to the work being done today.
Taking a bit of a break from the standard walk cycle for a bit I decided to make a start with a more "characterised" walk cycle. I opted to do a "sneaky" style walk, because... well, I just did. There's plenty of reference already available too - The Animator's Survival Kit has quite a nice section that goes into the mechanics of sneaks fairly well: Similar to our conventional walk cycle, Richard Williams also provides us with a solid formula to work from: I thought this would be an interesting kind of walk to attempt to emulate with the Moom character, especially with all the bending and twisting going on in the torso. I find the arms quite interesting too, I love the way they're posed almost timidly. They remind me of a little hamster! I think it would be possible to get some really nice head and wrist movement with this walk. To save myself a great deal of stress, I decided to adapt this formula for my characterised walk cycle. Just copying the frames is no good by itself though, it doesn't really give you any indication of the timing or any real sense of the weight. Observing and performing the action yourself is always the best way to go. There's a disappointing lack of reference footage online for this particular sneak, but I did find a short clip from the DVD set that kind of demonstrates it: It's not brilliant but it does serve to give you more of an idea about how the weight shifts in relation to the movement of the legs and so forth. I also did a sketch of the key frames from the diagram - it's pretty much just a carbon copy but I found that having to draw the poses myself gave me a much better understanding of how the body was poised, how the hips were tilted, where the weight was, etc. Even if you're just copying it's always good to draw things yourself - it gets you actually thinking about the mechanics of what's going on. Following these examples, I started blocking out the walk cycle using Softimage's "stepped" interpolation method. Being able to set up and view the key poses without Softimage's rather distracting automatic keyframes. It allows you to much more easily check the flow between each pose and quickly see where things don't align. Getting the poses right was actually a lot trickier than I originally anticipated. Due to the way the rig is set up it's really tricky to try and get the curve in the spine just right — I tried all sorts of methods including some ridiculously over-complicated method involving translating his chest object to bring it in line with the hips, but it just looked weird. Ther doesn't seem to be any way to adjust how much he leans forward with this rig — tilting the hips and chest does not re-position his upper body at all, and translating his upper body control moves his entire body. As a result he doesn't lean forward quite as much as I'd like, but I think it's looking okay. There are also some slight issues with the foot slipping around — his back leg goes back too far on what I think is the passing position, when he leans forward. It needs to stay stationary to give the impression that he's pushing himself forward. Switching to splined interpolation allows us to see that his foot definitely slips back, and there's also a bit of a weird 'bump' in his torso around one of his contact positions. I think there's a stray translation keyframe in there somewhere that got left behind.
Being considered by many to be the ‘bread and butter of animation’ Chris Kirshbaum-Gnomon Workshop. Animating a walk cycle seems to be a pretty important exercise that any good animator…
Creating walk animation is a essential and a rewarding skill set for 2d and 3d animators. Basically, walk animation can be split into four main frames namely, forward contact point, passing pose1,
Enjoy a collection of references for Character Design: Walk Cycle. The collection contains illustrations, sketches, model sheets and tutorials… This
En este artículo te enseñaré Como animar una caminata de frente de una mujer en Toon Boom Harmony. Realizaremos los dibujos claves.
Being considered by many to be the ‘bread and butter of animation’ Chris Kirshbaum-Gnomon Workshop. Animating a walk cycle seems to be a pretty important exercise that any good animator…
Learn how to animate a human walk cycle in 3D together with the core aspects of human locomotion in this 4h long animation course.
Creating walk animation is a essential and a rewarding skill set for 2d and 3d animators. Basically, walk animation can be split into four main frames namely, forward contact point, passing pose1,
Enjoy a collection of references for Character Design: Walk Cycle. The collection contains illustrations, sketches, model sheets and tutorials… This
I wanted to look back at my animation books for reference of how to create a run and walk cycle. I have been looking in The Illusion of Life, The Animator’s Survival Guide and Timing for Animation mostly as they are the clearest about the positions. I realise that these images are for traditional animation and that in Maya it is necessary to not make the poses as extreme as they will either break the rig or not look natural and this will ruin the suspension of disbelief in the characters. f fffSome working out of a walk cycle, with the rotation of the hips and the up and down action: Trying to make the walks more cartoony - maybe make the Marmot lean forward and the Mongol lean back?
Walk cycle I did for the project "One after the other" directed by Nicolas Pegon
experimenting with different style joelehuquet.com | Instagram | Twitter
What do characters do more than any other thing in an animated film? They walk!* Walk cycle proficiency is a key foundation in understanding how to animate and is a must in an animation reel. *(See walk cycle breakdown and animated walk cycle gif's cycles to study below....) Animation Cycle breakdown Cycles to study The Walk The Run Walking with attitude and emotion Beautiful Stimpy walk cycle by: Humberto Rosa Other action Cycles Great walking tutorial breakdowns by: Felix Sputnik Quadruped cycles
Enjoy a collection of references for Character Design: Walk Cycle. The collection contains illustrations, sketches, model sheets and tutorials… This