Join Dermot O' Connor for an in-depth discussion in this video Animating in depth, part of 2D Animation: Character & Attitude Walk Cycles.
- [Voiceover] Now let's take a look at a really,…really extreme walk where we're bringing the head…close to the camera, and then on the…opposite side of the walk, pushing it…as far away as possible, and bringing the arm and the foot…really close, too, so it's got a nice energy to it.…Let's see how this was done.…So, we start out with the contact poses.…Our first contact, second, and back to our first.…And this will be frame 1, this will be frame 13,…and this will be frame 25, and basically every half second.…That's why we call it a 12 frame beat on 24 FPS.…
So if you're on 30 FPS, then this will be about 16.…So let's move out, and our passing positions…relative to these in space will look like this.…So, as you can see, you know, flat on the ground,…the right foot that's coming forward, getting big…in perspective, as is the hand just a little bit.…The body is compensating by tilting forward…in the other direction, and we have…the opposite happening here, and as you can see,…the head volume is getting larger than…
- Animating male and female walks
- Changing weight and body type
- Breaking joints for flexibility
- Creating an attitude contact pose
- Animating a jog or run in 10, 8, or 6 frames