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Creating a Walk Cycle in 3D Animation
Jul 22, 2024
Creating a Walk Cycle in 3D Animation
Introduction
Using the Brick Ultimate Bonnie rig (free from the internet)
Important reference: 2D walk cycle reference image
Key Poses in Walk Cycle
Contact Positions
: Both legs on the ground
Passing Pose
: One leg straightens, other leg moves forward forming a 'Z' shape
Down and Up
: Movement varies from low to high positions during the cycle
Arm and Spine Movements
: Coordinated with the leg and body movements
Simple Steps Breakdown
Basics
: Setting up initial contacts
Creating In-Betweens
: To smoothen the transitions
Adding Hips and Chest Rotation
: For natural movement
Fine-Tuning the Curve
: Ensuring smooth motion
Rig Controls Overview
Heel Ball and Toe Movement
: Allows detailed control of foot motion
IK vs FK
: Use FK (Forward Kinematic) for pure rotation in this project
Arms Movements and Relaxed Pose
: Adjusting arm pose naturally using rotation
Leg Movements
: Adjusting legs positioning and foot rotation for smooth contact
Keyframing and Adjustments
Set initial and final keys at frame 1 and 25
Frame 13 set for mid-contact pose adjustments
Ensure symmetrical and non-symmetrical adjustments for natural movement
Auto Key
: Helps in recording adjustments in real-time
Adding Details
Down and Up Movements
Using keyframes to represent different positions
Ensuring key frame positioning (Frame 4, 10, 13, 16, 22)
Arm Movements
Gradual adjustments for smoother swings
Use of in-betweens for transition improvements
Hips and Chest Rotations
Alter hips and chest orientation for natural walk cycle
Avoid completely straight joints to prevent jerky movements
Fine-Tuning and Curve Editing
Use Graph Editor for detailed control over keyframes
Adjust rotation values and smooth transitions among keyframes for natural movement
Example: Adjusting translate Y for hip motion, avoiding sharp changes
Overlapping Actions and Offsets
Offset Techniques
: Delaying movements for parent (chest) and children (head)
Ensuring offsets don’t break the cyclic continuity
Process involves keyframing and adjusting curves for natural delay interaction
Final Adjustments and Review
Ensure smooth looping by reviewing and cleaning up additional frames
Rotation and position adjustments using curve editor
Set final frame to 24 to avoid double frame issue and ensure perfect loop
Playblast or real-time review to check the smoothness of the walk cycle
Summary
Comprehensive process covering rig controls, keyframing, and careful adjustments
Importance of details in achieving a natural and smooth walk cycle
Practice and continual tweaking to perfect the cycle
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