Zed
06-30-2009, 02:34 PM
If you see any broken links or blank images in this tutorial, please either comment or PM me immediately so that I can get it fixed. Comment for preference, because that bumps this thing up the topic list :)
(Tutorial is over two posts because I am limited to twenty pictures in each)
I’m making this because a lot of people seem to struggle with animating a walk and I don’t like he tutorial that’s currently up here (marked ‘new’ even though it’s 2 years old).
This tutorial is not designed to give a hard and fast, “This is how to do a walk. Any other interpretation is wrong. You must copy this directly,” kind of information. Instead, I’m just going to try to get the basic essentials across and illustrate them with how I’ve applied them to my own, and how other people have applied it to theirs.
Foot Placement
The first thing to think about with a walk is the foot placement. There are two ways to do it. Either you slide the foot backwards at a constant rate, or you keep the foot exactly on the same spot.
Moving backwards constantly is designed to give the illusion that the camera is moving forward with the stick man. This is good for when you want to just animate a walk and you want the animation to run as a loop (ie. it will play over and over again and there will be no obvious gap in between). The legs of a looped walk should look something like this:
http://img196.imageshack.us/img196/834/walktutoriallegs.gif
(in fact, there aren’t enough frames in that and it’s too fast, but that’s not the point)
Notice how the foot on the ground is moving back at a constant speed. If we look at it frame by frame you can see how the distance between the leg and the onion skin (the grey outline of the previous frame) is the same each time.
http://img222.imageshack.us/img222/6590/footplacement1.gif http://img222.imageshack.us/img222/121/footplacement2.gif http://img7.imageshack.us/img7/2060/footplacement3.gif
http://img269.imageshack.us/img269/9817/footplacement4.gif http://img132.imageshack.us/img132/8783/footplacement5.gif http://img269.imageshack.us/img269/3544/footplacement6.gif
And so on and so forth.
Update (26/08/09): Advances in pivoting skill have been made and at least one piece of new knowledge needs to be added in here. The animation above does not exhibit this, and that's why the front leg snaps down slightly on the loop. When looping an animation, you need to make sure you do so over the heaviest piece of spacing you can find. A lot of people, myself included, would instinctively make a stride from where the stride begins. Unfortunately, this makes it incredably dificult to loop well, as the spacing around the beginning of a stride is tiny to accomodate easing. That means that when you finish the stride you have to return perfectly to your starting position, which, bearing in mind you have no onionskin to aim for, is damn near impossible. Looping around the heavy spacing means that really you just have to be going in vaguely the right direction and the easing on either side will trick the eye into accepting it without noticing a glitch.
The other variety of foot placement (the non-moving kind). It is best used when you want the stick man to move across the screen. It should look something like this:
http://img269.imageshack.us/img269/5573/walktutoriallegsnonloop.gif
If this looks slightly robotic to you, it’s because there is no upper-body.
Looking at it frame by frame won’t help you much here – the best it will let you do is copy, and I’m trying to avoid that. Generally, a fixed foot placement walk seems more difficult because you have more things to think about, but actually it is no different to a looped walk. All you have to do to walk your stick man forward is to treat each frame as though you were going to slide the foot back, and then only move the body of the stickman when you have finished pivoting all the rest of the joints. Without touching the leg joints at all, make the feet line back up, like this:
http://img199.imageshack.us/img199/2629/fixedfeet1.gif
http://img132.imageshack.us/img132/2923/fixedfeet2.gif
http://img269.imageshack.us/img269/8778/fixedfeet3.gif
http://img5.imageshack.us/img5/2159/fixedfeet4.gif
http://img197.imageshack.us/img197/9683/fixedfeet5.gif
Remember, this is all one single frame; just in varying stages of production.
Stride Length
Another important thing to consider is how long you want your strides to be. I make my walks with quite long strides, because I think it looks better and I find it easier. My walk tends to use a stride length of 1.2 times the length of the stick man’s shin, like this:
http://img29.imageshack.us/img29/8854/goodwalk.gif
However, more or less any stride length looks reasonable. Below are some examples of other people’s work (If you have a walk that you think would fit here, PM it to me and I will add it in).
CronosXIII ->http://img259.imageshack.us/img259/9973/superpwnagewalk.gif
Rival -> http://i48.tinypic.com/11vik43.gif
Notice how they all have different stride lengths, but none of them looks particularly wrong. The length of the strides almost makes no difference to the quality of your walk (within reasonable boundaries). The reason that you need to consider it, is to make sure that you get the same length of stride in each time. This doesn’t matter with a looped walk as the stride lengths must always be the same by default, but if you get it wrong with a non-looped walk, it may end up like this:
http://img198.imageshack.us/img198/7757/variablestridelength.gif
The Ground Leg
It must be straight from about the time it is directly beneath the torso to the time it is lifted. It can have a small bend while it is still in front of the torso but this must be constantly straightening until it is gone. Look at these three walks for comparison. The first is done with a slight bend at the start which then straightens under the torso. The second has a constantly bent leg. The third has a constantly straight leg.
http://img29.imageshack.us/img29/8854/goodwalk.gif
http://img6.imageshack.us/img6/2247/walkwithbentlegs.gif
http://img195.imageshack.us/img195/8572/walkwithstraightlegs.gif
The difference is small, but noticeable.
(Tutorial is over two posts because I am limited to twenty pictures in each)
I’m making this because a lot of people seem to struggle with animating a walk and I don’t like he tutorial that’s currently up here (marked ‘new’ even though it’s 2 years old).
This tutorial is not designed to give a hard and fast, “This is how to do a walk. Any other interpretation is wrong. You must copy this directly,” kind of information. Instead, I’m just going to try to get the basic essentials across and illustrate them with how I’ve applied them to my own, and how other people have applied it to theirs.
Foot Placement
The first thing to think about with a walk is the foot placement. There are two ways to do it. Either you slide the foot backwards at a constant rate, or you keep the foot exactly on the same spot.
Moving backwards constantly is designed to give the illusion that the camera is moving forward with the stick man. This is good for when you want to just animate a walk and you want the animation to run as a loop (ie. it will play over and over again and there will be no obvious gap in between). The legs of a looped walk should look something like this:
http://img196.imageshack.us/img196/834/walktutoriallegs.gif
(in fact, there aren’t enough frames in that and it’s too fast, but that’s not the point)
Notice how the foot on the ground is moving back at a constant speed. If we look at it frame by frame you can see how the distance between the leg and the onion skin (the grey outline of the previous frame) is the same each time.
http://img222.imageshack.us/img222/6590/footplacement1.gif http://img222.imageshack.us/img222/121/footplacement2.gif http://img7.imageshack.us/img7/2060/footplacement3.gif
http://img269.imageshack.us/img269/9817/footplacement4.gif http://img132.imageshack.us/img132/8783/footplacement5.gif http://img269.imageshack.us/img269/3544/footplacement6.gif
And so on and so forth.
Update (26/08/09): Advances in pivoting skill have been made and at least one piece of new knowledge needs to be added in here. The animation above does not exhibit this, and that's why the front leg snaps down slightly on the loop. When looping an animation, you need to make sure you do so over the heaviest piece of spacing you can find. A lot of people, myself included, would instinctively make a stride from where the stride begins. Unfortunately, this makes it incredably dificult to loop well, as the spacing around the beginning of a stride is tiny to accomodate easing. That means that when you finish the stride you have to return perfectly to your starting position, which, bearing in mind you have no onionskin to aim for, is damn near impossible. Looping around the heavy spacing means that really you just have to be going in vaguely the right direction and the easing on either side will trick the eye into accepting it without noticing a glitch.
The other variety of foot placement (the non-moving kind). It is best used when you want the stick man to move across the screen. It should look something like this:
http://img269.imageshack.us/img269/5573/walktutoriallegsnonloop.gif
If this looks slightly robotic to you, it’s because there is no upper-body.
Looking at it frame by frame won’t help you much here – the best it will let you do is copy, and I’m trying to avoid that. Generally, a fixed foot placement walk seems more difficult because you have more things to think about, but actually it is no different to a looped walk. All you have to do to walk your stick man forward is to treat each frame as though you were going to slide the foot back, and then only move the body of the stickman when you have finished pivoting all the rest of the joints. Without touching the leg joints at all, make the feet line back up, like this:
http://img199.imageshack.us/img199/2629/fixedfeet1.gif
http://img132.imageshack.us/img132/2923/fixedfeet2.gif
http://img269.imageshack.us/img269/8778/fixedfeet3.gif
http://img5.imageshack.us/img5/2159/fixedfeet4.gif
http://img197.imageshack.us/img197/9683/fixedfeet5.gif
Remember, this is all one single frame; just in varying stages of production.
Stride Length
Another important thing to consider is how long you want your strides to be. I make my walks with quite long strides, because I think it looks better and I find it easier. My walk tends to use a stride length of 1.2 times the length of the stick man’s shin, like this:
http://img29.imageshack.us/img29/8854/goodwalk.gif
However, more or less any stride length looks reasonable. Below are some examples of other people’s work (If you have a walk that you think would fit here, PM it to me and I will add it in).
CronosXIII ->http://img259.imageshack.us/img259/9973/superpwnagewalk.gif
Rival -> http://i48.tinypic.com/11vik43.gif
Notice how they all have different stride lengths, but none of them looks particularly wrong. The length of the strides almost makes no difference to the quality of your walk (within reasonable boundaries). The reason that you need to consider it, is to make sure that you get the same length of stride in each time. This doesn’t matter with a looped walk as the stride lengths must always be the same by default, but if you get it wrong with a non-looped walk, it may end up like this:
http://img198.imageshack.us/img198/7757/variablestridelength.gif
The Ground Leg
It must be straight from about the time it is directly beneath the torso to the time it is lifted. It can have a small bend while it is still in front of the torso but this must be constantly straightening until it is gone. Look at these three walks for comparison. The first is done with a slight bend at the start which then straightens under the torso. The second has a constantly bent leg. The third has a constantly straight leg.
http://img29.imageshack.us/img29/8854/goodwalk.gif
http://img6.imageshack.us/img6/2247/walkwithbentlegs.gif
http://img195.imageshack.us/img195/8572/walkwithstraightlegs.gif
The difference is small, but noticeable.