Walk cycle is a fundamental thing in character animation, especially in video games, animated film and simulation. If done right, a walk cycle will take an otherwise static character and give them some life and personality simply by showing them moving.
Key Elements of a Walk Cycle
Contact Position: This is the moment when one of character’s foot touches the ground and… the other leg fully retracted.
Passing position: In the pass, one leg is passing the other as most of the character’s center of weight is over the weight-bearing foot.
Up and Down: The character bobbing. It nurtures for a smoother and more natural walking style.
How to Animate a Realistic Walk Cycle
Timing: A standard walk cycle traditionally is ~24 frames per step in classic 2D animation.
Body Movement: With each step the character take the body rises and falls a little but, with the furthest it will rise being when both legs are fully extended.
Arms and Head: Make sure that the arms are swinging naturally in opposition to the legs and that the head is bobbing slightly up and down.
Letting Some Personality into the Walk Cycle
Walk Cycles are Not Always Uniform: A self-assured character will have a longer, bolder stride when they walk whereas a meeker character would walk with shorter steps. The speed, stride length and the way one stands can all go a long way in changing what your spectators will think of who you are.
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