7/31/2023 0 Comments Walking stykz animationIf animation seems weak or unnatural to you, it is frequently because it lack opposing action. Good animation has these “opposing actions” all the time. This is how nature keeps everything in balance when you move: one side of the body “opposes” the other. When the right foot is forward, the right arm is back, and vice versa. If you do not start your cycle with this pose, then you are doomed. The contact pose is the fundamental building block of a walk cycle. Some animators think that the recoil and high points are the most important poses because the head is at its highest and lowest positions. You can plan an entire walk sequence just by laying out all the contact poses as they work into one another. That alone makes this the most critical pose in the sequence. That is their most extreme position in the cycle. You will notice some very important details: The feet are at their furthest extension in the walk. Here is the contact pose in front and side view. Therefore: pay close attention now and save yourself a world of pain. If you make a mistake on your contact pose, it can be very difficult to correct later on. Once you draw it you have already determined 80% of the rest of your walk. The single most important frame of the four is the contact pose. These four poses and a handful of inbetween drawings constitute a walk cycle. However, the process can be broken down into a series of steps which can go some distance in simplifying the process.Ī walk cycle can be described by four distinct poses: A single mistake on your first drawing can wreck the rest of the scene. Many events are happening at the same time, and it can seem overwhelming. Most sane people have a fear of animating walk cycles. Get 7 days of free unlimited access to .įollow that link and get 1 week of access, see how you like it. So, you want to follow along some of my Flash lessons?
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