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Animating a run: First pose

From: 2D Character Animation

Video: Animating a run: First pose

Let's go ahead and start animating a run. A run is very similar to a walk in the way that it's animated and so we can use a lot of the same tips and tricks we used with the walk for the run. Now, we're also using the same character to animate this run that I did from the walk and let's take a quick look at him. He is actually composed of individual parts and I can turn these on and off and you can see that. And this is just going to make it a lot easier to manage the character as we animate him. Now before I start animating the run, I do want to set up a base line.

Animating a run: First pose

Let's go ahead and start animating a run. A run is very similar to a walk in the way that it's animated and so we can use a lot of the same tips and tricks we used with the walk for the run. Now, we're also using the same character to animate this run that I did from the walk and let's take a quick look at him. He is actually composed of individual parts and I can turn these on and off and you can see that. And this is just going to make it a lot easier to manage the character as we animate him. Now before I start animating the run, I do want to set up a base line.

And what this is, is just a line drawn across the bottom of the screen and this gives me a straight line over which to move the feet so that way his feet move in a straight line. It's basically the ground plane that he is running on. So let's go ahead and start animating this run. Now I am going to do this in more of a pose-to-pose sort of animation rather than animate it a part at a time. So I am going to set up the very first pose of this character, which will be the extended position. This is the position of the character right before he takes off on his leap and remember that a run is a series of leaps.

So I am going to go ahead and first I am going to start with the hips, and I am going to go ahead and move those up just a little bit because he is going to be leaping off and I want to get a good extension there. And then I am going to go down to the left leg and I am going to get that ready to take off. This is the leg that's going to be bent, so I am going to go ahead and rotate this leg and I am going to go ahead and move it up into the body here and I want to get a really nice tight high knee on that.

So that needs to be really high and ready to take off. That's probably the most important part of what's happening with this leg here. So I just want to get that knee nice and high, and then I am going to move down to the foot and just go ahead and place that under the leg here and maybe rotate that up just a little bit. So I am getting a nice high knee and the foot is ready to take off. Now let's go ahead and move on to the right leg. I am going to start with the right foot and I am going to move this foot back and I am actually going to move it back pretty far.

In fact, I might even overextend it just a little bit because I really want to get a good stretch on this leg. I really want to get a strong pose, and so by putting that foot pretty far back, I am going to enforce this leg to really give a nice arc here. In fact, I want to look at this arc at the back and then want to try and get that foot pretty far back there. Now, all I have to do is take that leg and get that to match. Now one thing you'll notice is that by putting this character into such an extreme position that this leg isn't long enough to match up.

In fact, if I rotate it back there, you can see how that leg just doesn't quite reach. So what we're going to do is I am actually going to do some stretching. I am actually going to stretch his leg just a little bit and then rotate it and try and get that into position there. So again, I am trying to make this leg about as long as possible so that gives it a much better stretch. So let's go ahead and try and get that in place there. Now, the last thing is that this foot here really needs to bend up because what the character is doing is he is pushing off of the ball of his foot, off of his toes.

So I need those toes firmly planted on the ground. So what I am going to do with this foot is I am going to do a little bit of shape animation. Now you can do this a number of ways, depends on the software that you are using. And if you don't want to do actual shape animation, you can certainly just create a second joint in the foot, so you can actually bend the foot at the toe. So I am going to go ahead and just move this foot up and just give a nice bend here.

So now you can see how this toe is planted and I've got a nice arc to the foot here, so we can see that the heel is off the ground but the toe is still planted and that's the most important part of what is going on here with the foot. So now that I have the pose pretty much set up, I want to add one more guideline. So I am going to go ahead and turn this line on here and I am going to position it right at the back of the heel. Now what this is going to do is it's going to give me guideline for how far back the left foot will go when the character runs.

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This video is part of

Image for 2D Character Animation
2D Character Animation

73 video lessons · 22482 viewers

George Maestri
Author

 
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  1. 2m 18s
    1. Introduction
      1m 2s
    2. Using the exercise files
      1m 16s
  2. 48m 21s
    1. Designing characters
      3m 22s
    2. Tracing characters
      4m 32s
    3. Creating joints that work
      3m 53s
    4. Working with outlines
      4m 0s
    5. Accessorizing your characters
      2m 21s
    6. Creating parts for replacement animation
      1m 41s
    7. Rigging hierarchies in After Effects
      5m 33s
    8. Rigging replacement animation in After Effects
      5m 52s
    9. Rigging with the Puppet tool in After Effects
      3m 16s
    10. Rigging Flash characters
      5m 50s
    11. Rigging replacement animation in Flash
      4m 25s
    12. Rigging with the Bone tool in Flash
      3m 36s
  3. 55m 29s
    1. The first law of motion
      3m 3s
    2. The second law of motion
      3m 45s
    3. The third law of motion
      3m 19s
    4. Using slow in and slow out
      5m 34s
    5. Arcs and smooth motion
      5m 4s
    6. Understanding overlap and follow-through
      5m 16s
    7. Animating overlap and follow-through
      5m 46s
    8. Understanding squash and stretch
      3m 10s
    9. Animating squash and stretch
      4m 40s
    10. Squashing and stretching characters
      5m 16s
    11. Understanding weight
      3m 27s
    12. Understanding anticipation
      4m 54s
    13. Animating anticipation and weight
      2m 15s
  4. 45m 50s
    1. Internal vs. external forces
      4m 45s
    2. Bringing characters to life
      4m 57s
    3. Animating blinks
      4m 37s
    4. Animating changes in eye direction
      2m 43s
    5. Animating head turns
      8m 1s
    6. Creating a strong line of action
      4m 16s
    7. Creating strong silhouettes
      2m 19s
    8. Pose-to-pose animation: Blocking
      4m 32s
    9. Pose-to-pose animation: Animating
      4m 21s
    10. Pose-to-pose animation: Finalizing
      5m 19s
  5. 46m 53s
    1. A walk in four poses
      2m 27s
    2. Motion of the head and body
      1m 32s
    3. Walk cycles and backgrounds
      1m 40s
    4. Skeleton motion and walking
      4m 2s
    5. Animating a walk: Contact position
      3m 0s
    6. Animating a walk: The feet
      9m 10s
    7. Animating a walk: The body
      5m 19s
    8. Animating a walk: The legs
      8m 21s
    9. Animating a walk: The upper body and arms
      3m 46s
    10. Animating a walk: The head
      2m 50s
    11. Animating a walk: Squash and stretch
      4m 46s
  6. 26m 52s
    1. A run in four poses
      4m 10s
    2. Animating a run: First pose
      4m 39s
    3. Animating a run: Second pose
      3m 45s
    4. Animating a run: Third pose
      3m 27s
    5. Animating a run: Fourth pose
      5m 1s
    6. Animating a run: Upper body
      5m 50s
  7. 37m 6s
    1. The basics of dialogue animation
      4m 35s
    2. Reading tracks and assigning mouth shapes
      5m 33s
    3. Phonemes and lip-syncing
      8m 36s
    4. Animating dialogue: Animating the body
      6m 27s
    5. Animating dialogue: Assigning mouth shapes
      4m 10s
    6. Animating dialogue: Finalizing
      7m 45s
  8. 1h 27m
    1. Animating a scene
      2m 0s
    2. Setting up the scene in After Effects
      3m 2s
    3. Animating the feet in After Effects
      10m 40s
    4. Animating the legs in After Effects
      4m 21s
    5. Animating the upper body in After Effects
      9m 44s
    6. Animating the mouth and blinks in After Effects
      7m 5s
    7. Setting up the scene in Flash
      4m 6s
    8. Animating the feet in Flash
      9m 0s
    9. Animating the body in Flash
      5m 23s
    10. Animating the legs in Flash
      7m 24s
    11. Animating the hands in Flash
      11m 54s
    12. Animating the mouth in Flash
      12m 26s
  9. 33s
    1. Goodbye
      33s

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