View Full Version : Walkcycle crit ("oh another one of those?")

12 December 2006, 12:46 PM
Hey guys,

I'm brushing up on my animation skills and a walk cycle is as good a place to start as any eh. The model and rigging is from the reasonably excellent Bloke ( character, by Jason Baskin.

My intention is to start off with a somewhat generic cycle at medium speed, just to get back in the game and get used to all the f-curves and tangents and whatnot: (
Here's a .gif version (
and a .mov version (

(Apologies in advance for the slow server).

I'd like to hear anything you have to say to this, don't hold back in the slightest. And if you happen to have positive things to say that'd be equally great, my ego is soft and vulnurable and needs all the stroking it can get :).

12 December 2006, 02:23 AM
Based on a bit of feedback I altered a few tiny things and am calling it quits. I'm not really convinced I actually improved the head by adding in the bit of squash-and-stretch, but.. errm.. it seemed like a good idea at the time y'know?

Anyway, version 03 (and hopefully the final version): (

.mov format (
.gif format (

Feedback still desired if you have any.

12 December 2006, 01:23 AM
Nothing seems wrong about it ;)
Infact Id say you got a very nice walk cycle going on there ;) !!

Keep at it mate, and thats a really nice model, seems to have plenty personality

12 December 2006, 02:50 AM
even though the body is translating vertically , there is no sign of overlapping movement on those shoulders. if its a straight up walk there would be at least a slight bit of vertical movemnent on the shoulders coming off of the vertical movement of the body.

12 December 2006, 12:54 AM
Thanks flynn :), very happy to hear.

And gunslingerblack, hm, yes, I believe I understand what you're referring to.. I'll mess around a bit to see if I can get the desired effect. But thanks, good point.

12 December 2006, 04:30 AM
Overall, this is looking nice. You've addressed most of the things that people often overlook in walkcycles (hip translations, hip rotations, etc).

The one thing you might want to adjust would be the hands and their translation. If you could get a bit of a figure "8" motion in there, that would help them out. This would be most noticable in the overhead shot.

If you're animating somehting for a fixed camera, you may not need to really do this, but if the camera isn't fixed (as in a 3D videogame) or is going to show the hand movement from above, you may want to take the extra time. You might also have a bit too much rotation on the wrists in the side view. Too much, and they start to look broken, as if they are dangling rather than actually part of the mass of the arm.

Again, this is a minor note, and overall it's looking nice. Here's a Preston Blair image to compare with:

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12 December 2006, 04:30 AM
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