Walk Cycle

Started by Sparky, Wed 27/12/2006 04:51:40

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Sparky


This is a blocked-in version of a walk cycle. The final will be shaded like the image to the right.

I'm aiming for a fairly realistic movement style with only slight exaggeration. That said, right now this feels a little stiff to me. Any thoughts?

Oh, and seeing as I'm relatively new around here- hello to anyone I haven't met!

Shane 'ProgZmax' Stevens

Here you go.

1.  Reworked the movement and made the far leg and arm gray to distinguish them
2.  Went with 6 frames for the animation.  Avoid odd numbers for most game animations and especially walk animations since you want one leg to have the same amount of motion as the other.
3.  Added some shoulder movement to help the arm motion look more convincing.
4.  The animation now goes down one pixel on the down step for each foot.



Hopefully this will help!

Sparky

#2
Oh, I like the shoulder movement in your edit, ProgZmax. I'll definitely use that suggestion. I'm in the middle of an edit, it should be posted soon.

Edit:

I incorporated your suggestions as best I could- the animation now has an even number of frames, and the shoulder slides forward when the arm extends. This edit needs a lot of cleanup. Does the shoulder twist needs to be spread out over a few frames? The rear arm also seems too jerky (as it appears from behind the torso)- maybe it should decelerate more and be darkened a bit. I'm also curious about the head and neck. Do they seem too rigid?

Shane 'ProgZmax' Stevens

It looks fine, you might want to have the shoulder move left one pixel when the arm is all the way back, that will even out with the shoulder moving forward.

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