Walk Cycle WIP

As before, I have a little experience animating though not in 3D, so I’m getting adjusted to all the changes involved. I always dread these, but as necessary as they are, I guess I have to post a good old-fashioned walk cycle. So here’s a WIP:

Of course, I’ve spent the past hour saying to myself “Noooowwww I’m going to upload it” followed by “Waaaaaaaaaitasecond I see a problem!” (rework, render, repeat), but this time’s for real. Tonight I think I’m going to take a good long read of The Animator’s Survival Kit and realize how horrific it is in the morning. But until then, here’s the raw, drowsy material for you all to pick at!

Shred me to pieces. I need the critique.

“Shred me to pieces.” … you asked for it.

It looks like a solid start, but the whole animation still looks very linear. Theres also zero animation in the arms, as a matter of fact, theres zero animation between the hips and neck. With each step, the body should compress and then spring into the leading step. This is often (though not always) a bend forwards with each COG down, and an extension with each COG up. Also there is no forward/backward sway in the hips/COG. Even in a straight side view of the animation like this, you should see the body accelerating out into the step, then decelerating into the next passing pose. Strictly physics, walking is the action of a repeated loss of balance and then a recovery. With each step, you lean forward and lift one foot, literally falling on your face. The lifted foot then moves forward and is planted to catch your balance. All of this should be visible in every part of the character. As she accelerates out of one step, the arms might swing back a little, lagging behind the body. Then they’ll catch up and rest against her again through the passing pose. Also, with how dramatic of a vertical bob you have in her walk, her shoulders and head would be affected as well, lifting and falling a few frames after the COG.

Here is a GREAT reference video for a good CG walk cycle. Its a LOT more dry than yours, but you can really see everything that’s going on: http://www.youtube.com/watch?v=occFkFbl3ms

Also, on the note of it feeling linear: Work your curves. Each movement should always be only 1 of 4 types and usually only 1 of 3. Anticipating a movement, Acting the movement, followthough after the movement and the last, as well as the hardest to master, a MOVING hold between 2 movements (which is actually the same as acting the movement).

So far you do have a realy solid base going but I think you can take it a LOT further with a few tweaks.

-David