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Animating a run: Second pose

From: 2D Character Animation

Video: Animating a run: Second pose

Once we have this first pose in place, we can now work through the other three poses in order to animate the run. But before we start laying down any keyframes, we need to understand the timing of the run. Now, this run is going to be animated at 8 frames per step for a total of 16 frames for the cycle. Now this is a little bit quicker than the 12 frames per step we used in the walk and it will give us a nice smooth jog. You can certainly animate the run faster or a little bit slower depending upon the character and the requirements of the scene.

Animating a run: Second pose

Once we have this first pose in place, we can now work through the other three poses in order to animate the run. But before we start laying down any keyframes, we need to understand the timing of the run. Now, this run is going to be animated at 8 frames per step for a total of 16 frames for the cycle. Now this is a little bit quicker than the 12 frames per step we used in the walk and it will give us a nice smooth jog. You can certainly animate the run faster or a little bit slower depending upon the character and the requirements of the scene.

So let's go ahead and turn on the timeline so you can see what frames we are at and let's get started. So the first part of the character I want to pose is the hips. So let's go ahead and scrub over to Frame 2. What's happening at this second pose? Well, the second pose is the extended position. This is where the character is taking his leap, where he is flying through the air in the middle of the run. This is where both feet are off the ground. He is at his highest point. He is actually in the air. So let's go ahead and move his body up.

Now once we have the body up, we can pretty much see where the legs are going to go. So I am going to go ahead and take the right leg, move it up to match the body. Now, he is actually stretching out, he is starting to take his leap. So this leg is actually going to straighten out as he takes that leap. So I am going to go ahead and unbend that knee and go ahead and do a little bit of a tweak here and then maybe also rotate this around just a little bit. So we'll go ahead and fine-tune that knee.

So again, I don't want this completely straight. I want kind of a nice little arc here and then just go ahead and take this foot and put it into place and rotate it. Now let's go ahead and do the right leg. So the first thing I want to do with this leg is un-stretch it. Remember how we had to stretch it in order to get this pose. So I am going to go ahead and undo that. So I am going to go ahead and set this back to normal and then rotate it back a little bit.

Now, what I am looking at here is this nice line. I want to get a kind of an S-shape curve. I know we're not going to get it exactly perfect because of the way the character is constructed. But this will be a good nice stretch here and then let's go ahead and put this foot into place as well. Now first thing I want to do is go ahead and undo the shape animation that we did and then let's just go ahead and rotate this into place and move it. So there we go.

That's pretty much the pose. I am going to save the upper body until later. So let's just go ahead and focus on the legs and the hips for this. Again, it's very similar to the walk in that I want to pin down those three points, the hips and both feet. In a way if I can get those, then the rest of the body will just follow them in place. Here because this is such an extreme change here, I have got a little bit of an in-between problem so I am just going to have to readjust these feet to make sure that I get them in place.

So I am actually putting in a keyframe at Frame 1 just to go ahead and get them into place. So now we've got our second pose. Now again, remember, it is an extended pose. So try and keep your feet pretty far apart. The character is flying through the air and also get a nice curve along this front and back leg and that will help it to read during the fast run.

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This video is part of

Image for 2D Character Animation
2D Character Animation

73 video lessons · 22936 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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