View Full Version : Running cycle

11 November 2006, 01:31 AM
Hi guys. I am a student working on character animation and would love some feedback about a running cycle I am working on.

Please visit the youtube link and give me any comments

Thanks - Jon

11 November 2006, 01:26 PM
For what it's worth, here's my advice....

His leading leg isn't kicking out enough. It should extend more, even to the extent that it's straight. He should also land on his leading foot, currently he looks like his legs are just going back and forth under his body as it moves along. His rear leg needs to be higher on the pass point too I think. His arms are a bit robotic. If his trailing arm straightened more and
his leading arm came across his chest further it would look more dynamic.
If you do the above, you'll probably find that you'll have to move him up and down a bit
more too, in which case some impact frames ( after his foot has landed ) will help give it
more weight ( he loks a bit pudgy, so probably is quite heavy ).

Hope that helps.
( I do have a lot of animation exp. BTW :) )


11 November 2006, 04:13 PM
Advice noted. Thanks!!! You guys at CGTalk are great.

I will now try to put the advice into action, it seems like I only spotted 10% of what was wrong with the animation :) Please look out for a "fixed" animation soon.


Also I notice you are a Lead Animator... How can I go about getting a job in animation? Do you have to be really good before you should even apply for animation jobs?

11 November 2006, 09:44 AM
I have been a Lead Animator in the past, Lead Artist now.

Are you on an animation course ? That would help to start off....

I did an animation course ( many years ago ) and got a job about 4 months before it finished.
I still passed the course. I don't know if that means I was really good ( I assume I was at least better than the rest of the class.. ). That was in traditional animation though, when there was still a thriving trad animation industry in the UK.

I am in games now and have been for the past 14 years so I can only give advice on that.
If I was looking at CVs I'd be looking for some good anim cycles ( walks, runs etc. ) as that is what we tend to use 90% of the time in games. Some other actions ( like lifting stuff, idling and such ) is also good to see. Weight and character is important.

If you haven't bought it yet, get Richard Williams boook 'The animators survival kit' ( I hate to name drop, but I worked on 'The Thief and the Cobbler' for a short time.. ) and the Preston Blair animation books ( I used Preston Blair as ref. when I was working on TV series stuff ).

Does that help at all ?


11 November 2006, 11:06 AM
Hi there,

The advice is perfect. I now know I need to work on some great cycles and character. I have an interest getting into games animation, but my modelling is great... would i stand a chance if i can animate well but model moderately? I thank you for your time.

11 November 2006, 12:27 PM
If you are going specifically for an animation job, then your modelling skills ( or lack of ) shouldn't really hold you back. I'd rather see a good walk cycle on a bare rig than a crap one on a really nice model.

If you are concerned about your modelling, I would get someone ( who you consider better at it ) to make one for you to use. As long as you point that out in your CV / application then it wont matter as you'd be applying as an animator. You should, though, do all the rigging and skinning set up yourself if at all possible. It's not so bad for an animator to not be able to model as well as a chracter artist, but an animator that can't rig or skin is going to be looking for a job for quite a while..

Also it depends to an extent on the size of the company you are looking to apply to. Smaller companies can't afford specialists ( ie people who do specific tasks like animator, modeller etc. ) and tend to look for good all rounders that can turn their hand to anything.
Larger companies will have room for people with specific skills.


11 November 2006, 09:49 PM
hes moving too slow for a run and i think u would be leaning forward more in a fast run but maybe ur characters fat and cant run that fast i dunno i took a live action study class just some stuff i noticed...also the head doesnt move up and down that much on a run either just something else i noted u might wanan consider

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