Join Dermot O' Connor for an in-depth discussion in this video Understanding walk and run cycles, part of 2D Animation Principles.
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…A walk cycle consists of four poses, the contact,…recoil, passing, and high-point which you can see here.…This entire sequence will take about one second on the screen.…It's important, before you begin, to understand the principle of counterpose.…And that's the fact that when one part of the body…moves in one direction, the other moves in the other to compensate.…So, the right foot, for example, is forward…while the right arm is back and vice versa.…And you can see that in this illustration.…And if you look at the front view, you can see also that when the hips…are tilted in one direction, the shoulders are…tilted in the other, and rotated differently also.…
So, we'll keep that in mind, even though we're…going to be animating this scene in the profile view.…To animate this, I'm going to be using the Bones tool in Flash.…Now, please bear in mind that Flash CC doesn't contain the Bones tool.…So you'll need to use a slightly older…version if you want to follow along in Flash.…If you're following along in CG, you probably have…
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