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2D Animation: Walk Cycles Basics

2D Animation: Walk Cycles Basics

57mIntermediate2016-02-26

Authors

Dermot O' Connor

Dermot O' Connor

Animator for Disney and Don Bluth

Course details

There are four primary poses of a walk cycle, and the sequence in which they are animated is very important. In this 2D animation tutorial, Dermot O' Connor provides an introduction to the basics of all walk cycles. The principles apply to any animation student, regardless of software. First, he reviews the poses—contact, down, passing, and high point—and the creative decisions you have to make about timing, frame rates, and placement. (Traditionally, walk cycles can be animated in place or across the screen.) In the following chapters, Dermot animates a character walking in profile and also from a front view. These two projects give you opportunities to see animation techniques, such as creating poses and in-betweens and troubleshooting arcing and timing issues, in action.

Skills covered

Character AnimationAnimation and IllustrationDeep Dive (X:Y)

Concepts

0. Introduction

  • 01 - Welcome
  • 02 - What you should know before watching this course
  • 03 - Using the exercise files

1. Basics of Walks

  • 04 - The poses - Contact, down, passing, and high point
  • 05 - Timing and frame rates
  • 06 - Animate in place vs. across the screen

2. Animate a Profile Walk

  • 07 - Create the contact pose
  • 08 - Create the passing, low, and high poses
  • 09 - Arcs, spacing, and inbetweens
  • 10 - Animate the walk in place
  • 11 - Troubleshoot the arcs
  • 12 - Move from a stand to a walk
  • 13 - Move from a walk to a stand

3. Animate Front View Walk

  • 14 - Create the contact pose
  • 15 - Create the passing, low, and high poses
  • 16 - Create the inbetweens

Conclusion

  • 17 - Next steps

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