Join Dermot O' Connor for an in-depth discussion in this video Move from a stand to a walk, part of 2D Animation: Walk Cycles Basics.
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- So, here I've overlaid our preexisting animation.…And you can see our three contact poses here in the center,…one, two, three, faded out.…And I want to get the little figure from his start pose here…from left to right.…And I've colored them red for the left side,…blue for the right.…So, we can see a little more easily how each leg…is walking into the other leg.…And the general rule of thumb if you're going…to do this is it's a good idea to lead with the one…that's facing in the direction of motions.…So, that'll be, in this case, his left foot.…And you can see here, I've exactly done that.…
I'm leading the action with that foot.…But very quickly before I go on to show you how I would…animate this, I'll show you a slight exception to that rule.…'Cause it can look cool to break that rule.…So, let's go to this series of thumbnails,…which I've already shown you previously.…And here you'll see, he's walking from a similar…configuration, from left to right.…In this case, I'm leading him with the opposite foot.…I'm leading the action with his blue,…
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.