
I spent 6 years in games before crossing over into features. Video games are one of the best training grounds for an animator, because you are forced to do so many cycles over and over. In games you are expected to be economical with the frames (get the most bang for your buck) and end up sometimes keying on every frame to make the right arcs and motion. Not only do you have to be economical with frames, you have to be FAST! Producing upwards of 20 cycles a day sometimes. Finally, the day to day content of "punch-kick-run-die" is the best training in the mechanics of motion you can find - and perfect fodder for anyone wanting to work on one of those superhero movies one day!
I had a basketball coach in high school who used to say "If you don't do it right, we are gonna do it again!" Practice makes perfect and after years of doing cycles, you can start to have fun adding the personality to it...because creating the mechanics of motion will be as second nature as shooting that free throw shot.
For more on how to add personality to your walk cycles...check out the article on the thinkinganimation.com website here.

You can also create the cycle translating the feet and center of gravity (COG) in Z. This means it would be more difficult to get the creature moving in a cycle in place, but I prefer this latter method if it's only one creature I am working on and I want to add more acting and natural bits to the cycle. I usually choose this method for feature work.
However, in commercials or with crowd sims it's easier to create the cycle as if you would for games and require the cycle to be in place with the translation all in the top node. This means as an animator, you need to know how to create both types of cycles. This makes you day easier since you have both approaches in your back pocket. Here, I will try an explain how "I" do these types of walk cycles.
This is my process, so take it for what it's worth. This is not rocket science and no one really showed me this trick, it's just something I developed over the years to get my cycles looking correct. The first thing I advise you to do is invest in some acetate and some dry erase markers. I buy the transparent acetate animation cels from cartoon Colour. Cartoon Colour is right behind Sony Imageworks in Culver City. You can just pop over there and pick some up. If you have a really big monitor you can buy the 3 Field Pan Size, but those are really expensive and I tend to just put more single field's up on the screen if I need them.
Dry Erase markers can be gotten at your local office supply store. The acetate enables you to draw on the screen without ruining today's advanced flat screen monitors. The old CRT's could take drawing directly on them because they were glass, but I find most studios have the flat screen now a days. Most people who have worked along side me know if my hands are covered in green, red and purple...I have been drawing on that screen all day trying to get my arcs, line of action or cycles down.
Moving onto the cycle.
Here is Redd the Clown walking in a cycle in place with no translation forward through space.
So, we need to get him moving through space at the right pacing.
I apply a Z translation curve to his top most node covering about 14 units.
I apply a Z translation curve to his top most node covering about 14 units.
Here we go...get your acetate out and tape it to the screen and draw a line on the screen to guide where the tip of the toe is on the planted pose. If you don't have the acetate and dry erase...use the word "side" on your side view camera as a guide. Place the tip of the toe at the "S" in side to know where the toe should not move past.

move it back on this frame.
Also needs to be moved up a little
so it doesn't penetrate the floor.

Go through frame by frame every step for the feet and make
sure they are sticking and planted where they should be.
You will have to do this for the front view as well after you have locked down the feet for the side view.
I hope this helped someone work out their cycles.
Below is the final walk cycle translating through space.
Below is the final walk cycle translating through space.
Cheers! Angie

P.S.
Art Student Walking
French Girl and Poodle
p.s.s. for you baby bird...
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