I had practised some walk cycles previously because they scared me a little but I’ve got the hang of them and they’re quite fun when you get to incorporate personality into them!
This is an earlier attempt with a rigged character from Pluralsight:
It’s very stiff and I couldn’t get the knees to stop popping (the hips were too high).
Here are my notes from the tutorials I’ve watched: walk-cycle-notes
So there’s four key poses to a basic walk cycle; the contact, down, passing and up position. These are repeated but reversed on the other foot.
Start with the four main poses then adjust the timing of the poses to convey a certain personality and then put in the details and tidy it up.
I tried a sneaky walk cycle with the Jill rig first. I used these videos as reference:
My sneaky walk cycle (first draft):
The head annoys me, I don’t think I should keep her eye-line level and I also need to slow down when she steps forward as well as leaning her back a bit because she’s too far forward.
This is my second attempt. I’ve adjusted the speed however her right leg now seems to pop:
Fixed the pop! Adjusted the arms to have more follow through as well – happy now!
I found this very useful when getting my key poses out: walk cycle rotoscoping.
The arms are too stiff and I’m not sure the head is correct.
I can’t seem to fix the hands and get them the way I want them so I’m going to keep trying with different walks.
Gimbal Locking for FK arms- maya doesn’t know which rotation order to use, so euler filter it. Curves > euler filter/ zyx rotation order
Ik is used to keep hands stationary on something – use it for landing on ground.
Ok so I had one last go at the arms fixing the rotation order. I also looked at The Animators Survival Kit for tips on the arms:
I’m really happy with how it turned out but I’m even happier about the time slider not being crazy messy!
RENDERED WALK CYCLEs