Join Dermot O' Connor for an in-depth discussion in this video Create the inbetweens, part of 2D Animation: Walk Cycles Basics.
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- So the process of plotting the in-betweens and the arcs…in the front view is just the same…as it was with the profile view,…and you just want to make sure that nothing…is doing anything unexplainable or jaggy.…One key or extreme is suddenly shooting…out of alignment and causing two or three frames to spike.…So, let's start plotting these and see what it looks like.…So the first thing I'll do is pick a point.…In this case, I'm just going to go with the wrist.…Plot that.…That's number one on the contact.…And then here's our next frame, the low-point.…
That's number four.…Put another little cross up there.…And now to seven, and dot there.…Keep going. We need more than three, I think.…So that's the high.…And now I'm already getting a feel…that we do have a nice little arc here.…We're not worrying about the contact just now.…The low is, remember, the point…where the arms are at their most…outstretched from the body,…so that's the logical point…where we need to start plotting from, so let's keep going.…And the other contact is there.…
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.