Join Dermot O' Connor for an in-depth discussion in this video Animate the walk in place, part of 2D Animation: Walk Cycles Basics.
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- Animating a walk in place is the same as animating it…across the screen with the obvious difference…that instead of moving it from left to right,…the character remains in place…and the background moves behind it.…So let's take the look at the first contact pose,…and here we have number one.…The final contact pose will be identical to one,…so you'll see no change when I go back and forth…from one to the other. Identical.…Now we add the second second pose,…and this will be in number frame 13 or 16…if you're on 30 frames per second,…then you can see our 24 and…30 codes down here.…
And as you can see, he's occupying the same position,…left to right.…The next step of the process is something that we didn't…have to have to do when we animated the character…from left to right,…and that is we have to manually establish…the correct positions of the feet beneath the character…because the ground is now moving beneath him.…So, let's begin with the first tick mark…that will determine the position of the leading foot.…So in this case I'm picking the leading foot…
First, he reviews the poses—contact, down, passing, and high point—and the creative decisions you have to make about timing, frame rates, and placement. (Traditionally, walk cycles can be animated in place or across the screen.) In the following chapters, Dermot animates a character walking in profile and also from a front view. These two projects give you opportunities to see animation techniques, such as creating poses and in-betweens and troubleshooting arcing and timing issues, in action.