Join Dermot O' Connor for an in-depth discussion in this video Creating eccentric walks, part of 2D Animation Principles.
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…In the last section, I showed you how to animate a fairly…generic walk cycle using the contact recoil passing and height point method.…So let's see how we can use the same system to create walks…that are very unique and personalized and that really have some emotion behind them.…This is a notebook, I put some thumbnails into it, and…then just colored them in, and so that's what these lines are.…And I love thumbnailing in a notebook, because…I can control the arcs, I can see how…high my guy's head is and how low it goes, and I can check volumes, and so forth.…So that's what you're seeing here.…
So, the contact position is fairly routine on this top walk.…And as you can see here, same pose.…Look at the passing position, where that foot's coming out, almost kicking you…in the face and his head's moving off in the other direction in depth.…And the exact opposite on this, of course, because he has to swing the other way,…and his head's coming out to face us and his foot's going off far, far away.…And then I worked the recoil and the high…
These lessons are designed with Flash in mind, but work just as well with any other 2D animation program.
- Creating gesture drawings
- Comparing storyboard styles
- Squash, stretch, and volume
- Comparing timing and spacing
- Using anticipation, overshoot, settle, overlap, and follow-through
- Creating eccentric walks
- Building stock mouth shapes for dialogue
- Creating thumbnails