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12 Steps to a Great Walk Cycle Animation
Walk cycles are something
that every animator needs to know regardless of whether you are a
beginner or an experienced animator. Creating believable walk cycles can
be the hardest thing to do, but also the most rewarding. They're used
in everything from video games, to film, and commercials; so it's of the
utmost importance that you can create walk cycles fast while at the
same time maintaining high quality.
There are many important
steps and animation principles that need to be taken into account. To
give you a better understanding, let's take a look at 12 steps to
creating a believable walk cycle, and learn how to troubleshoot problems
you may run into. By the end of this article you should have the
confidence to tackle your own walk cycle.
Step 1 - Find video reference
This step should come as a no-brainer, but
it's so important that it is worth mentioning. Video reference is the
animator's best tool. Before starting your walk cycle you need to study
how the human body moves during a walk.
How do the hips rotate? Where is the weight
centered? How many frames does it take for each step? These are the
types of questions you should be answering while you study your
reference. Even if you find your video reference online, try making your
own video reference so you can feel the motions your own body makes as
you walk. Remember this is just for your own reference so you don't need
an amazing camera for this; any cell phone camera will suffice.
Step 2 - Create the contact position
There are four main positions in a walk
that you must block in first. These are the foundation for your
animation, as without them, your walk won't feel like a walk. The first
of these is the contact pose.
This is the moment when the leg is at full
extension and the foot is first contacting the ground. This pose is the
start and end of each step and sets the stage for how your walk is going
to look. When creating the contact pose don't hyper extend the leg, or
have it perfectly straight. Instead keep a slight bend, so as to
eliminate some of the popping in the knees that may occur.
Step 3 - Create the down position
When creating a realistic walk cycle, the
weight of your character goes down just after the contact. To translate
this in your character you will need to create the down position.
This pose shows that the character's full
weight has been shifted over to the contacting foot. Since this is the
lowest position in the walk, it helps show the weight of the character
by how far their hips drop. Make sure not to over do it. To create a
more natural walk, make sure your character isn't bobbing up and down.
Step 4 - Create the passing position
The next pose you'll need to create is the
pose for when one of your character's legs passes the other. For this,
the weight of your character will start to go up for the passing
position.
In order to keep that from looking off
balance, the weight of your character needs to be over the supporting
foot. At this point in the walk the foot is off the ground, your
character should be midway through the stride and both arms are at the
side of the character. Think of this as the half-way pose.
Step 5 - Create the up position
This is the last of the four main positions
in a walk cycle. The character is at the highest point of the walk
during the up position and the leg is swinging out at this point as it
is preparing to plant on the ground. This position can be thought of as
the falling point of the walk.
The character's weight should be leaning
forward and at this point the heel of the back foot is the contact
position for the foot, so make sure it is rotated up. After your
character has the up position blocked in, you should repeat steps two
through five to create these four main positions for the opposite leg.
Once both steps are blocked in you can simply cycle the animation before
starting to refine the animation.
Step 6 - Refine the up and down weight
The weight of your character is something
you want to get correct first. To get the proper weight you'll want to
adjust the up and down parameter (usually the Translate Y) for the root
control.
A good way to get the proper weight is to
think of your character's hips as a ball bouncing as it goes up and
down. Use this visualization to help you as you adjust the curves to get
something similar to a bouncing ball. You may notice this has an affect
on the legs, but don't worry about that yet! With most animation you'll
want to refine the shot from the root control down. This is simply
because any changes you make to the root will affect the legs, so you
should make sure everything up the hierarchy looks good before fixing
the legs.
Step 7 - Refine the side to side weight
After you've got the up and down movement
looking and feeling correct, it's time to go in and refine the side to
side movement (usually the Translate X). A good rule of thumb to go by
for this is to have the hips directly above the planted foot. Doing this
will ensure your character feels balanced when their weight is shifted
from side to side.
Make sure the spacing is correct by
adjusting the curves in your graph editor. In most cases there is no
need to add extra keys at this point as you can most likely get it
looking believable by just manipulating the tangent handles.
Step 8 - Refine the chest movement
The upper body of the character can add so
much life and appeal to your walk. If your character has big, broad
chest rotations it can give the character a bit of an attitude.
Depending on what look you're going for you can use this to your
advantage or you can try to keep it relatively subtle.
Keep in mind that even if you don't want to
add some attitude to your character, you'll still want to incorporate
some rotation in the chest to increase its believability. If the arms
are moving, so is the chest. No one walks with a chest that is perfectly
still.
Step 9 - Add drag and lead and follow to the arms
Once the chest is refined and looking great
it's time to go in and adjust the arms. This is the point where you can
start adding nice lead and follow, and drag in the arm joints. For
example, think of the arms as a chain of movement that mimics the chest.
The shoulders move first, followed by the upper arm, the elbow, and
finally the wrist.
Have fun with this one and experiment with the amount of overlap and drag that you incorporate into the animation.
Step 10 - Fix any knee popping
After all the work on the upper body is
complete, now it's time to focus your attention on fixing any issues
with the legs. Usually this means addressing the popping in the knees
that will most likely be occurring at this point. This issue is
relatively simple to fix. You have a couple options and which one you
use will depend on your particular project.
The first technique you can utilize is to
take advantage of a leg stretch control that may be available on your
rig. If your rig has this, try to shrink or stretch the leg slightly to
get rid of the popping. Don't over do it though! This should be used
sparingly.
If your rig doesn't have a leg stretch
control, an alternative technique you can use is to adjust the hip
control to eliminate any popping. The amount of tweaking necessary to
eliminate the knee popping should be minimal if you kept a slight bend
in the knee when you created the contact position.
Step 11 - Flap the feet
A great way to sell the weight of the
character is to have the feet slap firmly on the ground. The feet should
go from a raised position to flat within one or two frames. Ease out of
the first pose and plant on the next.
By doing this it will give the feet a
snappier feel and sell the weight of the character. You can even raise
the toe up to add a bit of drag during the ease out pose.
Step 12 - Polish your walk
The final step is to push the walk to the
next level. Add the fine details that will enhance the animation. Track
all the arcs of the feet and hands. Add some drag in the fingers and
head. Refer back to your video reference to find the things that you
think will benefit the animation and add in that final 10% of the walk
cycle.
Now that you know the 12 important steps for creating a believable walk cycle try it out for yourself! Keep reading more in Creating Walk Cycles with Character and Personality.
Remember that if you ever get stuck along the way you can always refer back to the step-by-step tutorials on Creating Walk Cycles in Maya , Creating Walk Cycles in CINEMA 4D, Creating Walk Cycles in 3ds Max, Creating Walk Cycles in Softimage, Creating Walk Cycles in MotionBuilder to get a more in-depth look at this process.
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