Assignment #5: Basic Walk Cycle
Assigned: Thursday, October 23rd, 2014
Due: Thursday, October 30th @ 5:00 PM
Resources:
Walk cycles are very important in animation. They are important not
just because they are a common type of motion, but because they
reinforce many of the motion principles you learned.
Squash and stretch, arcs, overlapping action, follow through, timing,
and weight all play big roles.
Walks are a particularly
complicated motion with a vast amount of different styles - many with
only the subtlest of differences. However, this week you will be working on what is known as a "vanilla" walk cycle. This is just a plain walk that focuses on the mechanics of the motion itself without any overt stylization.
Part 1: Take Video Reference
Reality is always the foundation on which to start when approaching any sort of animated movement.
Starting this week, video reference will become a critical tool that helps you plan and execute more believable motion.
What to do:
-
Take reference of yourself doing a normal walk from both a front and side view.
Keep in mind that for this particular walk you are trying to understand
the mechanics of a walk itself, so try not to get too creative. Just
walk as you would normally.
Study this reference exhaustively. Pay attention to things like the
rotation of your hips versus the rotation of your shoulders, how your
hips shift and orient depending on where the weight is (from both the
front and the side), and how your arms swing.
Part 2: Planning Sheet
As with your previous animations, you will start by drawing out a planning sheet. Luckily walk cycles have been done so often and are so important that
there are already a few established ways of approaching them.
Read the
section on walks in the Animator's Survival Kit. You will be using what
Richard Williams calls the "contact method". A walk cycle has four
basic poses: contact, down, passing, and up. Each given step
in the contact method starts and ends with the contact pose, coming out to a total of eight poses in one cycle.
Draw a planning sheet for Corruption using the contact method. Include both a front and a side view. Refer back to your video reference as you do this. Though everybody walks slightly differently, plan to animate as normal of a walk as possible: medium pace, arm swing that is not completely stiff, etc.
Part 3: Animate
With reference and planning finished, it is time to animate.
- Start by blocking in the contact poses. As with
the previous assignments you will being using the Corruption rig. Use your planning sheet as a starting point, but as before feel free to deviate as you discover what works best.
- This involves completing two full steps, after which the animation will repeat. There will be eight
unique poses. The final ninth pose should be identical to the first
contact pose only with shifted Z translate - this will be essential in
eventually getting the cycle to loop.
- Your character must walk across the screen and not in place. This way you won't have to worry about sliding feet.
- As far as the workflow, you may find it useful to have your planning sheet and video
reference paused in one monitor while you pose the character in the
other. Exaggerate details where necessary; don't just do a one-to-one
translation (due to differing proportions this would be impossible anyway).
- Don't neglect the weight shifts and leg positions in the front view!
Pay special attention to how the hips are moving and rotating at all
times.
- Break the elbow joint for one or two frames to exaggerate the overlapping action of the arm swing.
- When you are finished, save out a copy of your Maya file with just these poses.
- Add breakdowns and polish your animation. Make sure
the motion looks good from all angles (side, front, perspective).
Insert breakdowns when needed to help define motion arcs and overlap as
you did for the forward jump. Use clamped tangents on the feet so they
don't overshoot their animation curves and go through the ground. When
you are finished, look at this mini-tutorial on how to make your animation loop.
Grading Criteria and Turn-In Checklist:
You will be submitting your files into Collect-It on Catalyst. Below is a list of criteria we will be using for grading, in addition to a list of the files you will need to turn in for each part of the assignment along with naming specifications.
Also indicated are the minimum requirements for what we expect to review for your motion check-in.
Motion Check-In:
- First pass of the contact poses.
Part 1: Video Reference
- For Turn-In
- [lastname]_[firstname]_front_ref.mov
- [lastname]_[firstname]_side_ref.mov
Part 2: Planning Sheet
- Front and side view of contact poses
- Eight poses for each view
- For Turn-In
- [lastname]_[firstname]_planning_sheet.jpg
Part 3: Animate
- Grading Criteria
- Full body posing
- No sliding feet
- All anims keyed on each pose (for extremes and breakdowns)
- Good timing/spacing, moderately paced walk
- Weight and its affect on the hips
- 24 frames per second
- Good splining
- No overshooting tangents (feet through the ground)
- No stepped tangents
- No partial frames
- Arcs
- Up/down of waist through space
- Foot movement
- Overlapping action and follow-through
- Successive breaking of joints
- Head movement isn't jerky
- Looping (in polish)
- For Turn-In
- [lastname]_[firstname]_blocking.ma
(Maya file with contact poses)
- [lastname]_[firstname]_polish.ma
(Maya file with polished motion)
- [lastname]_[firstname]_blocking.mov
(Playblast with contact poses -- Clean, fully framed, 1280x720 resolution)
- [lastname]_[firstname]_polish.mov
(Playblast of polished motion -- Clean, fully framed, 1280x720 resolution)