CLASSICAL ANIMATION walk cycle exercise Sec 1 AEP Term 3.

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CLASSICAL ANIMATION walk cycle exercise Sec 1 AEP Term 3

Transcript of CLASSICAL ANIMATION walk cycle exercise Sec 1 AEP Term 3.

Page 1: CLASSICAL ANIMATION walk cycle exercise Sec 1 AEP Term 3.

CLASSICAL ANIMATIONwalk cycle exercise

Sec 1 AEP Term 3

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LEARNT SO FAR Timing Exaggeration Squash and Stretch Arcs

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TODAY Keeping in mind what was learnt before,

Make a character walk

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

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Contact

Recoil

Passing

High Point

Contact (reversed)

Repeat

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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

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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

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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

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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

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EXAMPLES

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#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

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Focus on getting the movement right

Character design comes second:Superheroes and Supervillains

**Draw a line to represent the ground

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Squash/stretch can be applied to all kinds of forms

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ARCS!!!

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#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

*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