- In animation, a walk cycle is a sequence of frames representing a (usually human) walk movement. Walk cycles are important, because when a walking ...
Components of a Walk Cycle:
Arcs of movement – not straight lines
Arms counterbalance legs
Contact – feet at furthest extensions
Recoil - character impacts ground. Lowest position. Arms furthest out. Front foot fully in contact with ground; back foot has just lifted up.
Passing Position - body is higher, leg is straight
High Point – highest position. Character's body stretched to the maximum. Leading foot goes out, back foot heel just starting to leave the ground.
Walk Cycle vs. walk across - keep character static, move background - body does not move forward from center line, only feet slide back.
Variations – Adding Personality To Your Walk
* Double Bounce Walk - traditional Disney Mickey Mouse walk - down on contact and passing, up on inbetweens. Try the opposite too!
* Subtleties – hips, shoulders, head, feet, etc. And Timing!
* Leading with different body parts suggests personality traits - Examples
* Walk variations – Shuffle, Sneak, Strut…
Here's an good site which goes into great detail about the different aspects and things related to walk cycles:
http://www.anticz.com/Walks.htm

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