Join Dermot O' Connor for an in-depth discussion in this video Troubleshoot the arcs, part of 2D Animation: Walk Cycles Basics.
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- One of the things that can happen when you animate…in place and then re-position the walk across the screen…is that arcs don't behave quite the way…you thought they would.…Let me show you an example.…If I hit play.…You're probably wondering what on earth I'm talking about.…It looks pretty good.…Let me show you how subtle this is, and whether or not…this is something you need to worry about.…What I've done here is transposed all of the frames…from the animation you have just seen…over one another,…and if you follow the eyes, just look at the eyes,…for example, from this point here, or even the nose.…
You'll see the same thing, more or less.…It's a pretty straight path.…It's not really arcing the way I would like.…If I plot that, what you're seeing is…a zig-zag linear motion.…In animation, as you've probably picked up by now,…I stress greatly the importance of nice curvy arcs.…It would be very unnatural to walk like this.…How this pattern emerged was…I broke my own rule and I placed the passing pose…at exactly the same height as the contact.…
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.