Run Cycle Tutorial recap and TIPS! 😉
Before start…take your time to plan the Run and chose the style.
- Which type of run do you want to create?
- Where’s he/she going?
Follow the design of the character: this can guide you to make your run more appealing and interesting! Be creative!!! 🙂
Decide the Speed of your run, make some test during the blocking to find the best speed!
When you calculate the length of the shot consider that you have to sum the tow step, plus one frame at the end that is just a duplicate of the first one, so:
1 step frames + Second step frames + 1 frame
Start the Blocking with the main poses:
1- Straight Leg (sx foot)
12- Straight Leg (dx foot)
1- Straight Leg (sx foot) the leading leg is straight forward but doesn’t touch the ground yet. The right leg is behind in the air.
3- Down translate down the COG, the left leg is flat on the ground and starts to slide backward. The right leg start to pass forward.
5- Push Translate Up the body, the left leg is behind, bend the foot that is close to leave the ground. The right leg is almost in front.
8- Up Push a bit more Up the body. The left leg is behind in the air and the right leg is pretty high in the air, bended, in front of the character.
Speed UP the Spacing between the Straight Leg pose and the Down pose, then Slow Down between the Push and the following Straight Leg pose, the result will be a sort of “pause” in the air, and the run will result more snappy and cartoon.
Refine the animation
- Feet Refine: in the Graph Editor adjust the curves and switch in Linear the part where the feet touch the ground and in Spline when they are in the air.
Bend the feet and the Toes
Keep attention to the arcs of the feet (use motion trail if necessary)!!!
Here’s the final Curves of the foot on Z:
Here’s the final Curves of the UP and Down of the COG and the Chest Refine:
- Arms Refine: offset the key of the forearm and the wrist of 2 frames. And…add a variation between the two arms! 😉