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Walk Cycle Animation(Requesting feedback) (Forums : 3D Modeling & Animating : Walk Cycle Animation(Requesting feedback)) Locked
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Nov 3 2012, 12:44am Anchor

I want get some helpful feedback in improving my current walk-cycle animation. This is about the 5th time I've animated a walk cycle for this character, I am pleased with the results so far, but I want to get some feedback. All comments are welcome. Thanks -DanqueDynasty

SinKing bumps me thread
Nov 3 2012, 4:58am Anchor

I was trying to upload my first character to Youtube, but Youtube is getting me stuck at "upload videos" today. Maybe I do that later.

Basically I had similar problems to your animation. You have to blockout a few stages of the "footroll". Check where the heel and tip of the foot are positioned in this illustration:

- make sure you block out stages and that both feet have contact in the starting position

- pull the legs back and front some more. Bigger steps.

- change the interpolation of the foot movement from gaussian to linear when the foot "kicks" from the backposition to front. You might also want to speed up that part of the foot animation, since the kick is something quite important. I didn't get it quite right in my animation, either,

- rotate the hip (controller) a little towards the leg that is moving up front.

- give him a little head bobbing

I am no animator,but these were some rules of thumb I found helpfull when doing my first character. First thing to do would be to make sure your feet have contact in the heel and tip during the intial and the reverse pose. You wanna get rid of that duck-like tapping, since nobody walks like that, unless they are passing through deep mud, maybe.

Edited by: SinKing


User Posted Image

Feb 10 2013, 4:14pm Anchor

He needs to bounce, and be less robotic - use reference and you're animations will greatly improve. <- put some life into your animations, make your keyframes a little more exaggerated, remember at contact & passing position (shown in the jpeg) you bounce, this alone will add much more life to your walk cycle.

Niteshade 3D Artist and aspiring Technical Artist
Feb 11 2013, 7:45am Anchor

Take a look at this (great example of a proper walk cycle):

Edited by: Niteshade

Feb 11 2013, 9:19am Anchor

For walk cycles I've done two things:
1) use Poser 5 (was free when I got it) to create a desired walk cycle (lots of customization), export that to a movie with different views, put that in the background of my 3D app (Blender) & use that as a guide.

2) videotape myself walking from different views, put that in the background of my 3d editor & use that as a guide.

#2 has had the most realistic results. The one nightshade linked to is to perfect to be real. what I did was super-cheap motion "capture". It's a lot more work then #1 though. I found out I have a slight limp though via this way. :)

Edited by: TheHappyFriar


Go play some Quake 2:
It's like Source v0.9, only... better!
Play Paintball for Doom 3!:
Doom 3 Paintball to the Max!

Feb 13 2013, 1:10am Anchor

Thanks for the tips^^ I updated it slightly, I still notice a lot of other flaws in this new version, but thought I'd share.

Feb 13 2013, 7:13am Anchor

It still stiff.

What I'm betting you're doing (and I do this too, not as often any more) is that when you're looping you're having the start & end frames of the loop be the same. You don't want the start & end to be the same, you want the last frame of the loop to be one frame before where it is. That way when it loops it doesn't play the same frame data twice.

In Blender I do this by making my frames to loop, then I make my loop area one frame shorter then the length of the animation.


Go play some Quake 2:
It's like Source v0.9, only... better!
Play Paintball for Doom 3!:
Doom 3 Paintball to the Max!

Niteshade 3D Artist and aspiring Technical Artist
Feb 27 2013, 6:33pm Anchor

Could you show us your rig? Having a bad or faulty rig can be devastating on your final animations.

Edited by: Niteshade

casf01 Rigger / tech artist
Mar 2 2013, 4:32pm Anchor

I dont thonk the rig will change anything from what i see its all about timing and poses.
Try to make it walk on 32 frames... That would mean have 8 poses and 4 frames between each of them as a very very basics.
Do some research about the walking poses.

Finally dont post your animation here, go there: 11 secondsclub check for the personnal wip forum. You will be able to find a greater help there as theres lots of new learner and very experienced animators

Mar 12 2013, 9:34pm Anchor

It is like his muscles are really fricking tense.
Try easing up a bit, when he steps make him push of when he comes down bend the knee's a little more.

Give him life not a battery. :)

Apr 30 2013, 8:25pm Anchor

A big part of making a walk look convincing are the hips. I find when doing walk cycles, one of the easiest ways to make them look organic is to have the hips swing slightly from side to side. Have you ever seen the alluring way that a woman's backside sashays from side to side when she walks? That's what you're aiming for, albeit severely toned down. It is a sort of figure-of-eight movement.

When the foot is at it's high point (when the foot stepping forwards from behind passes the standing leg,) the hip above the non-standing leg should be raised, and ice versa. In addition, the hips should turn just ever so slightly towards whichever leg is in front. In addition, the chest should turn just ever so slightly in the opposite direction.

At the moment, your hips just seem to rotate back and forth like a robot saying: "No" and shaking his head.

Also, don't be afraid to let the arms bend a little. Let the forearm swing a little on the elbow joint. When you walk, you don't have your arms down by your sides like a pair of iron girders. Just as an experiment, put on a shirt with long sleeves, put a ruler down the elbow of your shirt and you'll notice just how much your elbows bend when you're walking.

His head also seems to be nodding strangely with each step he takes, which isn't really how people walk.

Other than that, it looks like a fairly solid effort. The model is quite nicely rendered and the textures are quite vivid and lively. The clothing is quietly reminiscant of Malcolm Reynolds, which is always a plus, but you seem to have mixed in some subtle steampunk-esque elements such as the single pauldron and the shinpads. Nice touch.

Overall, I think that you're on the right track and are making good progress, but I think that you need a bit more practice. ;)

May 3 2013, 12:07am Anchor

Thanks^^ definitely need practice. Self taught can go so far. But hey, the animators survival guide so far was well worth the investment :).

May 23 2013, 1:03pm Anchor

On top of everything that was already written here I wolud take a look at his spine. His back is straight and stiff, when his chest moves with his arms it looks like his entire upperbody is using one bone. Also bending him left and right just a little to show the center of mass shifting could make a nice difference.

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