Join George Maestri for an in-depth discussion in this video Limps and injuries, part of Character Animation: Locomotion.
…Up until this point, we've been looking at walks that are fairly symmetrical.…But there many times where the character will have…to favor one side of the body over another,…such as when the character is carrying a large…load, or when the character is injured on one side.…So let's take a look at a character with a limp.…So here we have a character who's walking and obviously, the character…has something wrong with his left foot so he's favoring his right foot.…So let's take a look at how this affects the character.…
When you animate things like this, it's going to affect the balance of…the character, the timing of the steps, as well as the stride length.…So let's start out by looking at the stride length.…How far the character is taking a step with each foot.…So I'm going to go ahead and zoom in, and in this…case he's about to take a step with the left foot.…So let's go ahead and mark off where that foot is.…And just kind of see how far he steps.…So he steps about that far with his injured foot.…
Now if we go further we can mark out the right foot here.…
- Animating the lower and upper body, arms, and legs
- Adding weight
- Adjusting timing and gait
- Starting and stopping walks
- Adding personality
- Animating runs and skips
Skill Level Intermediate
Animation Foundations: Fundamentalswith George Maestri42m 28s Beginner
1. Animating Walk Cycles
2. Refining Walks
3. Animating Runs
4. Animating a Fast Run
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