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CLASSICAL ANIMATION walk cycle exercise

CLASSICAL ANIMATION walk cycle exercise. Sec 1 AEP Term 3. LEARNT SO FAR. Timing Exaggeration Squash and Stretch Arcs. TODAY. Keeping in mind what was learnt before, Make a character walk. http://www.angryanimator.com/word/2010/11/26/tutorial-2-walk-cycle/. Contact Recoil Passing

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CLASSICAL ANIMATION walk cycle exercise

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  1. CLASSICAL ANIMATIONwalk cycle exercise Sec 1 AEP Term 3

  2. LEARNT SO FAR Timing Exaggeration Squash and Stretch Arcs

  3. TODAY Keeping in mind what was learnt before, Make a character walk

  4. http://www.angryanimator.com/word/2010/11/26/tutorial-2-walk-cycle/http://www.angryanimator.com/word/2010/11/26/tutorial-2-walk-cycle/

  5. Contact Recoil Passing High Point Contact (reversed) Repeat

  6. 1. Contact • Feet fully extended • Counterpose • The most impt keyframe • 2. Recoil • Impacting the ground • Character sinks to lowest point • Arms at furthest from body • Front foot fully in contact with ground, directly below body • Rear foot just lifted off

  7. 1. Contact • Feet fully extended • Counterpose • The most impt keyframe • 2. Recoil • Impacting the ground • Character sinks to lowest point • Arms at furthest from body • Front foot fully in contact with ground, directly below body • Rear foot just lifted off

  8. 3. High Point • Character rises to highest point • Rear leg in 2. is now leading leg • Lifted upwards and forwards • Heel of rear leg is just rising • 4. Contact on the other side • Reverse of 1 • Repeat these steps again to complete the cycle

  9. Q: How much should the height vary between the highest and lowest points? (i.e. Between “High Point” and “Recoil” positions) A standard guideline is 0.5 – 1 heads

  10. EXAMPLES

  11. #01: contact #02: recoil #03: #04: #05: high point #06: #07: contact (like #01 but reversed) #08: recoil #09: #10: #11: high point #12: #13: contact (copy of #01) We are doing a 1 second walk cycle So you only need to draw 12 drawings The character will be walking on the spot So that we can loop the cycle ----- Focus on getting the movement right Character design comes second:Superheroes and Supervillains **Draw a line to represent the ground

  12. Squash/stretch can be applied to all kinds of forms

  13. ARCS!!!

  14. We are doing a 1 second walk cycle So you only need to draw 12 drawings *We show each drawing twice so we can project at the standard 24fps The character will be walking on the spot So that we can loop the cycle ----- Focus on getting the movement right Character design is secondary at this stage **Draw a line to represent the ground #01: contact #02: recoil #03: #04: #05: high point #06: #07: contact (like #01 but reversed) #08: recoil #09: #10: #11: high point #12: #13: contact (copy of #01)

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