Advanced Animation/Project 1: Walk Animation
28/05/2025 - 11/06/2024 (Week 06 – Week 08)
Shao Han / 0369187
Advanced Animation / Bachelor of Design (Honours) in Creative Media / Taylors University
Advanced Animation/Project 1: Walk Animation
CONCENT
- INTRODUCTION
- LECTURE
- PROJECT 1
- SUBMISSION
- REFLECTION
INTRODUCTION
LECTURE
Body Mechanic of Walk
Fig1.1 Class Notes,Week 6 (28/05/2025) |
Basic Understanding of Walking:
Learning various walking styles is the first lesson in animation, as walking is one of the most difficult movements to master.
The Essence of Walking:
It's a continuous process of "falling forward and catching yourself."
The movement consists of a cycle of "steps" and "catch."
Body Leaning:
Slow walking results in better balance, while faster walking results in a leaner body and increased risk of losing balance.
Technique Summary:
When walking, we lean forward with our upper body and swing one leg out to "catch" the body.
Walking is divided into several phases:
- Medial
- Going Down
- Going Up
- Repeat with the other leg (loop)
Movement Details:
- One arm moves in coordination with the opposite leg;
- Downward movement accelerates, lowering the center of gravity;
- Upward movement swings the arm to reduce the sense of center of gravity;
- The order of foot landing is: heel → ball of foot.
PROJECT 1
Objective:
You are tasked with creating a natural and dynamic walk cycle animation using provided character rigs. The goal is to develop a vanilla walk and an attitude walk, focusing on timing, spacing, poses, and fluidity to achieve a believable and engaging animation. This project will enhance your understanding of character movement, weight distribution, and how subtle changes in timing and pose can convey different attitudes.
Vanilla Walk
The character I used was Snow, and here is the Blender character rig. I followed Mr. KAMAL's class tutorial to better understand how to create a proper walk cycle animation.
First, we adjusted the character's binding settings in Blender's data panel so that we can better adjust the character's posture in the subsequent production.
Fig2.1 Numerical Adjustment,Week 6 (28/05/2025) |
I followed the instructor's instructional video step by step, first using the Pose-to-Pose method to establish the key poses for the animation. Initially, I set a few extreme poses, each separated by approximately three frames. Once these key poses were set, I moved the keyframes back on the timeline, inserting transition and detail frames in between to create a smoother and more complete animation.
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Fig2.2 Production process,Week 6 (29/05/2025) |
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Fig2.3 Production process,Week 6 (29/05/2025) |
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Fig3.1 Dynamic Reference,Week 7 (01/06/2025) |
Just like the steps in Vanilla Walk, I will follow them step by step.
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The highlight of the Attidude Walk template I chose is that the arms are very large and exaggerated, which directly expresses the protagonist's high emotions through his body language.
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In order to match the action, I adapted the expression to better reflect the emotion.
To make the final rendering clearer, I added background and background color rendering.
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