Now in english with arms in motion :
Now in english with arms in motion :
Why dont you keep one thread where you post all your updates?
My first walking animation!
if you made another thread already of another animation, I'm not sure if this one will stay up, or you'll get a chance to see my response, but here is a response I wrote for another walk cycle that you may find equally useful.
I can't be too specific as I don't know what you used to make this or what the specifications were, but, I would say some of the first mistakes that come to mind, are the lack of the dip and rise, no body rotation, legs movements, and lack of detail in the clothes.
What I mean when I say:
Dip and rise: when people walk they go up and down. the head should follow this pattern and if you were to draw a continuous line from the peak of a head through all of the frames of a character's walk, you should have a series of sideways S's or waves. In other words as one walks their head goes up and down, a peak when one leg is on the ground and a dip when both legs are on the ground at the same time.
Body rotation: When one walks they rotate in the hips. as one leg goes forward the hips rotate rather than one leg going forward and the other back. Basically, you are actually falling and catching yourself when you walk. What you have is closer to a march cycle. back to rotation- As the hips move the chest and upper body act as a counter balance, and rotate the opposite way as the hips. as this is happening the head is actually rotating the same way as the hips, opposite the upper body. so as the foreground leg comes forward (that appears to be the left leg) the hips should rotate slightly forward away from the viewer, so that the foot just barely leaves the ground yet still moves forward. the chest and arms should rotate the opposite way (if its the foreground leg coming forward the chest should rotate towards the viewer) and the head should rotate away from the viewer (same as the hips).
rule of thumb, most motion begins in the hips.
leg motions: As I stated earlier this looks ,ore like a march than a walk. that's because your legs are going up so exaggerated. I'm not sure about you, but when I walk, or any of my friends walk, very rarely do we lift our legs that high. It looks a bit as though your character is trudging through mud or snow. this may be because of too few frames, but in either case, having only the legs moving, isn't an effective look for a walk.
in closing, one of the hardest things to get mastery over is the walking cycle, and it's often one of the most fun to tackle. Don't be afraid to act out how you want your characte to move, and if you have a web cam record your self doing it. there is nothing wrong with reference. another fun thing to use when having trouble with the basic walk is just your pointer and middle finger. make them walk across your desk and study what they do.
I hope I helped; though there is a ton of information that I just don't have the time to give if you are really trying to master the walking cycle. Google search some tutorials, and you are bound to find a whole lot of good stuff out there.
a walk = falling on one foot, catching with the other, lift and fall again. remember there is always one foot on the ground at all times.
a jump = antiq, squat, squash, stretch, air, fall, land, recover
a run = a jump cycle in a direction.
I'd also advise you to move away from too much tweening for the time being and practice more traditional styles of 2-d animation. Tweening is a good short cut if used correctly, but until you know the basics, it won't work to make your work look good. It's sort of like using a calculator. sure the calculator can solve the math, but if you don't know how to input the equation you will still get the wrong answer.
Fudge this AWESOME place!!!
My SKETCHBOOK: please critique! i can take it!
To limit one's maximum knowledge is to maximize one's limits.
Sanity is wasted on the boring.
The motion looks good..and it goes great with english titles!!
awesome motion, very fluid!
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