12fps walk cycle

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arfa
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12fps walk cycle

Post by arfa »

In theory, there is no difference between theory and practice. But, in practice it seems, there is.
Image
So, getting my head around the walk cycle. This image is my first attempt at 12fps and I would welcome comment. The turn-around? (working on that :). I was also trying the end-action-cycle transition. Difficult getting equivalent speed in an ani.gif.
Suggestions on the walk?

Most tutorials I have found detail a walk at 24fps -- on 12's, if I have the jargon correct?
I have been studying The Survival Kit and think I have got the basic gist. I used contact>contact>contact at 1>7>13 with down-up tweens at 3,5 & 9,11. Perhaps I just need more tweens?

I read one tutorial that had foot-height difference at contacts for the far-side foot. I guess the intention is to add some perspective? Any comments on this?

Anyhow, a few questions here. Feel free to comment on the ani-gif or refer me to any 12fps tutorials; either on this forum or elsewhere? Preferably html+img as videos on dial-up are a snail. I can get friends to download stuff so it is not an obstacle.

> arfa
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slowtiger
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Post by slowtiger »

First thing I found: your character's feet slide on the ground. I've fixed that:
Image
Either he wears funny shoes, or you should make it clear that the foot is flat on the ground - the tips of the feet are much too high.

Everything else is quite OK, it's a basic walk and that's it. Doesn't need inbetweens. A walk can be done on one's, on two's, on three's, on four's, or even in a completely mixed-up timing, and look good. It's all in the individual poses.

I recommend to train walk cycles in AS with all keys set to step and the project set to 12 fps. This way you need to do all poses by hand.

Points I found to be important:
- Fix the feet. They absolutely must stay on the ground in a slow walk.
- Flex the feet. As long as your character doesn't wear wooden shoes, the foot bends when leaving the ground.
- Space your inbetweens. Before contact and after lifting the poses are close, in transition from back to front they are farthest apart.
- Avoid shuffling. The foot which goes back to front should be clearly above the ground.

The perspective thing is something for later. Right now you see the character from the side from far away, so it's OK to have the feet on the same ground level. In a more close-up shot you could have the front foot about half a shoe deeper, but this depends on the perspective of the scene.
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Mikdog
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Post by Mikdog »

Amazing how much difference non-sliding feet makes! Woah.
arfa
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Post by arfa »

Thanks slowtiger - very thorough and useful reply. I will digest & experiment.

> it's a basic walk
Yes. I am at that stage where my art is more technical than intuitive - more of an artisan than artist - so I am plodding along with indeed, the basics. I download as many anme files as I find - got the 3/4 giraffe.mov - and analyse, dissect and play about. So, any walk-cycle examples, bone-rigs, etc. that show basics would be most appreciated.

What is it in me that resists step & all poses by hand?
Do you still use a bone rig or all point-by-point?

AND... just out of curiosity (the geek in me) - how did you 'fix' my example?
Download the .gif - open it... then.?
Whatever, I am very grateful for your time and effort.

have a good one - arfa
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slowtiger
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Post by slowtiger »

Do you still use a bone rig or all point-by-point?
Of course a bone rig.
how did you 'fix' my example?
Opened it in TVPaint. 2 minutes work.
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