Here is a rough description of what I did in order to create a walk cycle!
After some research:
- Games
- Usually walk cycles that stay in one spot are used in games. Having the whole object parented to a root object, then simply moving the root object through the scene, readjusting the feet so that they are planted correctly.
- Films:
- For films we probably don’t even want to create a cycle if its for film, because in film its likely that each scene is different and the walk cycle need to have alot more details.
Creating a stationary walk cycle helped me learn lots of important animation principles! It wasn’t submitted as part of my assignment though.
1.Framing:
When & where the frames are keyed is important, since we are working on a 24 sec walk cycle. My method is to key the first and last frames with the same values. Any key in between(except the middle frame) should have another key at X+12 frame.
i.e. if i create a key frame @ frame 3, i will key another frame at key 15.
2.Laws of Physics( Squash & Stretch):
Squash & Stretch makes an animation come alive. Our muscles are constantly squashing and stretching with every movement. For example our feet are squashed when they make contact with the ground, and stretch when lifted.
3.Follow Through Movement
Follow through is the secondary movement caused by another action. Heavier parts cause momentum and drag, and in turn cause other joints to also move.E.g. when leg swings, hips also swing
4.Weight Shift
The body will always try to compensate by shifting weight by adjusting the body’s center of gravity through postural adjustments.
5.Rythm
The movement of the joints have to be in sync. Eg left leg out,right hand out.
6.Slow in Slow out
Acceleration and deceleration of joints is important to make the animation look realistic. Eg. Arm swing, if we don’t use slow in/slow out the arm movements will be very rigid.
Jasper Phua Kai Wen
Games Entertainment Tech
C260
Temasek Polytechnic






