Animation Walk Cycle Practice
One of my biggest goals is to learn animation. I’ve been studying some lessons from various sources - mainly YouTube tutorials and blog posts, but my biggest source of knowledge comes from Richard Williams’ The Animator’s Survival Kit (which seems to be the book all animators point to for learning). I reached the beginning of Mr. Williams’ bit on walk cycles, and I thought I’d share my progress so far (and yes, before anyone asks, I’ve done some practice  on everyone’s favorite bouncing ball, but I thought I’d share something more interesting for today).
When I first read through the walk cycle portion of The Animator’s Survival Kit, I didn’t completely grasp the full concept of the walk. However, I was excited to try my hand at it, and this was the following result:
I animated this on twos with 5 frames a step (10 total to reverse the legs and arms for a total of 20 frames a loop). I was quite proud of it, but then I noticed a few things. For one, it’s kind of choppy. I didn’t feel the weight of the character as he was stepping down on each foot. The character is also moving pretty quickly across the screen.
This wasn’t the kind of smooth character walk cycle I see in professional animations, but I thought it was a good first shot. However, I knew I could do better. So, a week later, I reread the bit on walk cycles, and I understood a little more than before. I tackled on another basic walk cycle, and here are the results:
There’s much improvement here. The character flows better - not as choppy as before. There’s a bit more weight in his steps, and the body and head have a nice arc going throughout the animation. I animated this on ones this time with 16 individual frames (32 total for the reverse). When I compared this to the previous one, I was quite pleased. But after a while I noticed a few things were off. For starters, the lines were a bit wobbly. His head looked like an egg being scrambled - there’s quite a bit of wobblyness going on there. And his arms looked a bit stiff and jerky.
At first I didn’t know what I did wrong, but I reread the basic walk cycle chapter again, and then I found out what went wrong! I had drawn the key frames of the walk cycle: the contact, the down, the passing position, the up, and then another contact. These were missing in my first attempt. But it was the tempo that I was missing! I didn’t set the keys on the correct frame numbers, which led me to having sloppy inbetweens. I also rushed on the line quality (adding to the wobbly wobbly that’s going on), and I didn’t really know how to tween the arms correctly. I had to try again, so fast forward one more week and here are my latest results:
I’m very happy with it. The animation and the character look much smoother. Notice I haven’t done the arms yet - I tried, but they ended up looking rather grotesque. I’ll have to give the arms another go in the near future. But this should do for now. The character feels weighted, and there are some good arcs going. This one was animated on ones with 16 individual frames (times two for the good ol’ copy-paste-reverse). I created a tempo by setting the keys on Williams’ suggested frame numbers - 1, 5, 9, 13, and 17. This gave me 3 inbetweens between each key, making it easier to calculate where to draw. The line quality is a bit better too - not as squiggly as before!
I’ve still got a lot of work and a lot of practice before I can get some good walk cycles down, but I’m happy with my progress for now.
Between now and next week I’ll keep practicing the animation. I’ll maybe try doing some illustrations. I feel like doing something creepy since Halloween season is practically here already. Thanks for reading, and see you next time.