View Full Version : First Walk Cycle

02 February 2008, 11:27 AM
Hey all.

Bit nervous to post this, but here is my first walk cycle.

I wanted to focus on the mechanics of the walk more
than the personality of it, as I figured it's probably
better to learn this first, in order to free myself of
the constant thinking of the mechanics.

I am pretty happy with the overlap and timing, etc, and
I know that it doesn't cycle perfectly, but meh.

Sorry for the photobucket link, but I don't have a site yet.
When I do I will make sure to put em up as mov so you can scrub.

02 February 2008, 12:11 PM
not a bad start...First off the hips, dont forget there is also a rotation of the hips up and down not just side to side also the toes need more overlap. Also the spine needs to counter the hips, looks like there are no keys on the spine, making it way to stiff. I think the head bounces too much, bring it down a bit...Give it another pass or two and youll get it...

Im still learning myself and some advice act it out, and if you dont have it buy the Animators Survival Kit, its a must...

Keep it up!!

02 February 2008, 12:50 PM
Thanks mate.

The hips actually do have rotation, it's just subtle and hard to
see in a side profile. From front on or perspective it's there.

Spine has rotation keys for leaning forward and back, and in
the front view it does counter the hips.

Agreed on the head bob!

Seems as though side profile just doesn't cut it.

Yeah, i've got the survival kit. It's awesome.

Not sure what you mean about the overlap on the toes?
As you reach your peak height, you are fully up on the ball
of your foot, then on the passing the toes pretty much seem
to go right back to normal super quick. Will have a look though.

Thanks again mate.

03 March 2008, 04:50 AM
Here is an update for you. Reduced the head bob and gave it more
hip rotation. What do you think?

03 March 2008, 01:29 PM
Hi Lewis ,
This is pretty good start for a first walk cycle. good job on that.
i guess u could add/increase a bit of rotation of on the spine (forward/backward). in the angle that u posted, i am seeing more prominent rotation on the torso/head which is starting from character right and going to left. i would also add a bit of overlap on the toes and probably loosen up the hand (palms).


03 March 2008, 08:27 PM
its getting there...but go back and check the spine and the shoulders mainly for rotation and again the toes, overlap and i agree about the hands loosen them up...and also think about adding some personality to the walk...mad, arrogant, etc....

Keep it up

03 March 2008, 08:52 PM

the walk is looking good. You still need to massage your keys and curves a little more. Things are looking a little jerky, especially in the legs. In you William's Survival Guide, take a look at page 136 to see what Anil was talking about adding more overlap to the toes.

It may be the angle of the camera or just the motion of the feet, but it looks like the center of gravity is too far back, like his feet are walking in front of his body.

Don't forget about the wrists and fingers. Also, as I've recently learned, there is more to getting secondary motion and whip-principle motion than just off-setting keyframes. Check out this tutorial by Keith Lango,

Keep up the good work.

03 March 2008, 09:53 PM
It's the best formula of wolking cycle:

Aleksey Medvedev (

03 March 2008, 09:04 AM
Anil, Robski, Sp3ctre, Medvezana, thank you so much!

I'm working on all your suggestions, and will render out
a couple of angles for the cycle. I viewed my existing one
on photobucket at work, on a pretty old PC and it played back
super slow and jerky.

I will upload to youtube for now, and get some server space
to upload quicktime so you guys can scrub.

Once again, thanks a bunch all of you and I
will have an update later tonight.


03 March 2008, 09:35 PM
It's the best formula of wolking cycle:

I would say that's a good resource for someone who had never done a walk cycle and was just starting to animate one. Lewis has all of those principles down, he just needs to clean and refine them.

03 March 2008, 09:46 PM
Hey all.
I've taken on board all the suggestions and it's looking pretty good.
I turned on ghosting for the geometry around the knees and that's
where the jerky motion is.

Looks like the knee stays static in Z (up in Max) around frame 8 through
to frame 11, even though the foot has nice arcs in both Y and Z.

Gotta dig deeper into the rig to find a solution. The heel roll has influence
over this, but altering it screws up the action of the foot.

Sp3ctre thanks for the vote of confidence mate, but this is my first actual
walk cycle. I sat back and read quite a bit and did thumbnail sketches before
I started.

Just have to find a solution to this knee problem and the walk is done.

Brad Noble where are you :)

03 March 2008, 10:30 PM
Sp3ctre thanks for the vote of confidence mate, but this is my first actual
walk cycle. I sat back and read quite a bit and did thumbnail sketches before
I started.

You're welcome. I knew this was your first walk cycle, but what I meant was that it was apparent that you had done your research and planning. I've had the knee problem before too, it just takes some time to beat your rig into submission :).

03 March 2008, 10:37 PM
Thanks mate.

So I should go out and buy a baseball bat, or just give that damn
rig the starring of a lifetime?

Should be up later today, thanks again for the support.


03 March 2008, 12:49 PM
Here is the update. Youtube down at the moment so
photobucket it is.

Still not happy with the legs. Solved the knee issue, but I think it
still needs adjustment in the legs. Still a bit jerky. Side and front
look good, but perspective render really makes the stiff legs issue
stand out.

03 March 2008, 06:56 PM
The back is really stiff, try to push the counter-balance of the shoulders and head a little more.
With the legs, or rather the feet. Come up on the toe more and make it actually push off of the toes. Right now it looks like the feet are shooting up off the ground straight forward. Let them hang back a little more and a little longer. I still think his weight is too far forward.
You know it's still jerky, so that's all I'll say about it.

Looking good, you just need to polish up some stuff and add a little more weight.

03 March 2008, 06:58 PM
also, check out WiSe's walk cycle. He's got the feet going like I was talking about, although he could push his back farther too.

03 March 2008, 10:29 PM
Ah, I see about the toes pushing off thing.
As far as the weight being too far forward, am I
right in saying you mean he kinda looks like he
might fall/lose balance if he walked like that?

Thanks again for taking the time out to help.
I only get to study/practice for a couple of hours
a night after a 12hr shift of work+wife+son+dog :)
So your help is most valuable in reducing my learning


03 March 2008, 01:03 AM
It's not so much that he would fall down like this, it just doesn't look comfortable and could probably be fixed by just making his strides a little longer toward the back.

I also just noticed that there's a little bit of hyperextending on the knees as the contact the ground.

03 March 2008, 04:27 PM
Nice job, n good start...... onething striking my mind, pls add some overlaps to hands, break it up lil bit,.............

03 March 2008, 07:38 AM
Hey all. I've really gotten frustrated with this walk, so I'm going
back to an early version where the leg action was better, and
taking onboard all the crits I have received along the way.

Dhanu, I already have some overlap on the hands, but your right,
it could do with some more.

Looks like this walk cycle that was supposed to be a study of the
mechanics for me, with no personality as yet, is turning into a
sort of athletic pimp from the 70's!

Post up later tonight.

Take care all.

03 March 2008, 10:09 AM
Lower half of the body, I think the legs look much
better and the overlap of the toes is there, as well
as no jerky hyperextending of the knee.


03 March 2008, 12:21 PM
Hey all. I have been very busy with life so sorry about not
getting around to fixing this walk cycle.

All C&C's have been noted, and I think it's at a stage where
I am happy that I have most of the mechanics down.

Let me know what you think?


04 April 2008, 08:42 AM
Evening all.

Pulled a few things back in the walk, reduced the arm swing and
dialled back the heel roll so the foot doesn't lag behind so much.

I know you are all probably getting sick of looking at the darn thing
but come on, have another peek.



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