Monday, 24 March 2014

Use of Numeracy in creating an animated walk cycle

Use of Numeracy in creating an animated walk cycle














This animation is an example of how I would use numbers to simulate walking in a 3D environment.
For this example i will be making the animation 40 frames as it is a basic walk cycle and will be looping without any fluctuations.

I then posed my character midway through a walk, with the character stepping forwards.





















Halfway through, in this case 20 frames into the animation switch the position of the legs in this pose





















Every 10 frames (Or whatever even number the legs cross in between 0 and 20 frames) move the pelvis of the character upwards. Repeat this movement every 10 frames.




















At this same point, move the foot stepping forwards upwards and outwards to simulate a leg raise.

For this animation, in the halfway point have the heel of the forwards stepping foot make contact to the the ground. Reflect and repeat this stage.

As one foot steps forward, Have the opposite arm swing forwards so when the Right Leg steps forwards, the Left Arm will swing forwards.

Every time the leg crosses (10 Frames), Have the arm straighten downwards to simulate the arm dropping.

To change this basic sequence of numbers to make the walk cycle to make it appear like the character in running, there are a few digits which must be changed.

For example, rather than using 40 frame to create the walk sequence you would use far fewer as the character is moving faster.

4 Frames - A very fast run with 6 steps per second
6 Frames - A run or a very fast walk with 4 steps per second
8 Frames - Slow run or cartoon walk with 3 steps per second
12 Frames - Buisness like walk with 2 steps per second
16 Frames - Leisurely walk
20 Frames - Elderly person
24 Frames -  Slow Step
32 Frames - Very Slow Step




For run
Double frames
20 frames
frame 5 and 15
more dramatic poses ie leaning forwards
cross over both legs are in the air

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