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CLASSICAL ANIMATION walk cycle exercise Sec 1 AEP Term 3.

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Presentation on theme: "CLASSICAL ANIMATION walk cycle exercise Sec 1 AEP Term 3."— Presentation transcript:

1 CLASSICAL ANIMATION walk 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

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!!!

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16 #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


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