WALKING ANIMATION
Pt. 4: Overview of Animating the Walk Cycle

Flash: Intertactive Web Animation
Teachers: Ken Kimura
email: ken_kimura at lsrhs dot net
telephone: (978)443-9961 Ken Kimura: XT2221

After going through the terminology for this unit (P2: Terms & Definitions), you will re-create your character inside of a Movie Clip symbol in the contact position. You will also create guides that indicate the level of the head, the ground and the location of the feet. Then, by copying and pasting FRAMES, you will create the halfway point position (P2 Frame 9), which is identical to the first frame except that the legs and arms are in opposite positions.

Next is Animating the foot position guides (P2 Frame 9). This means that you will animate a set of guides that slide back and forth to indicate where you will position the feet on any given frame in your walk cycle.

Next, you will animate the up and down movement of the body and head (P2 Bounce ). This movement is broken down into 5 different positions.

Now for the most tedious part. You will animate the leg and feet, swapping between different leg symbols and feet symbols (ie. bent leg/straight leg, flat foot/toes bent, etc.) (Lesson 10 pt. 7). You only need to animate the first of 2 steps (frames 1-9). Frames 9-17 are created by strategic copy pasting of frames. Here I've added motion tweens for the arms. They swing correctly but they still need some adjustment.

One of the final things in your Walk Cycle is to refine the animation of the arms and hands. As I said, they swing (rotate) correctly, but now you need to adjust their height level to match the up and down movement of the body. This is done by adding keyframes and making manual adjustments.

Also see diagram: Position Guide for Legs
Also see: project example: walk cycles
Continue To Next Part
Edited 1-9-08