Join Dermot O' Connor for an in-depth discussion in this video What you should know before watching this course, part of 2D Animation: Walk Cycles Basics.
- To follow this course, it's a good idea to have some knowledge of the basic principals of animation, but you don't have to be an expert. You'll also need somewhere to playback your animation of course. A pencil test system if you're old fashioned, or a 3D CGI software like Maya, Max, Cinema4d, all those things, or 2D software like Flash, Harmony, Anime Studio Pro, TVPaint, and so on. There's lots of options. The course demonstrates the general principles of walk cycles. It's not aimed at any one of these software packages, so your main requirement is to have some sort of playback tool or program.
If you're a student, if you're on a budget, and you just want to be able to do this but you don't want to get sunk into the expense of software world, I'll direct your attention towards Open Source free programs Krita 2.9, and hopefully by the time you watch this will be a later version, they've recently come out with an experimental animation module, and it might be worth your time to check it. It's not totally final as I'm recording this, but it's definitely worth looking at, and that will be for drawing the two dimensional stuff flat, and then of course Blender, which is a free CGI 3D program.
It's very powerful, bit of a learning curve, but if you're interested in pursuing the 3D aspect, then that's a great way to go.
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.