Run Cycle in Animation - PowerPoint PPT Presentation

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Run Cycle in Animation

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A Run cycle is quite similar to a walk cycle. Below are the 7 steps of the run cycle in animation. – PowerPoint PPT presentation

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Title: Run Cycle in Animation


1
Run Cycle in Animation
2
Run Cycle
  • A Run cycle in animation is quite similar to a
    walk cycle in animation.
  • The key poses and general locomotion is all
    roughly the same just pushed.
  • Pushing timing, pushed spacing, pushed posing.

3
  • A layered/pose to pose workflow means well be
    first roughing in our animation with one key pose
    at a time while in the spline.
  • Then once our keys are in place, we will work on
    one body part at a time until its all polished.
  • Below are the 7 steps of the run cycle in
    animation

4
Run Cycle in Animation
  • 1. Contact Pose
  • 2. Passing Pose
  • 3. Down Pose
  • 4. Up Pose
  • 5. Offset Rotations
  • 6. Cleanup Arms and Legs
  • 7. Refine and Polish

5
(No Transcript)
6
1. Contact Poses
  • The figure will place forward and twist far more
    with a greater stride length.
  • Go onward and posture the entire character with
    this in mind
  • 1. Both feet in the air
  • 2. Front Leg is straight for a stretch
  • 3. Hips rotate toward the front leg

7
  • 4. Chest opposes the bones
  • 5. Arms resist the leads
  • 6. Head fights the chest

8
2. Passing Poses
  • In a usual run the passing pose defines
  • 1. The extreme shift in weight side to side over
    1 foot
  • 2. A straight in the planted foot
  • 3. The halfway point for the limbs
  • 4. Zero's Rotate Y on Torso and Hips
  • 5. Rotate Z apex in the Torso and Hips

9
3. Down Poses
  • This pose specifically defines
  • 1. The extreme bend forward
  • 2. A flat leading foot that bends to take the
    weight
  • 3. A back foots the last point of contact with
    the toes and again it's the lowest vertical
    point.

10
4. Up Poses
  • The up pose in a regular run establishes our
    airborne hang time.
  • Naturally, then the Up Pose defines
  • 1. The extreme bend back in the body (Rotate X)
  • 2. Two feet both staying airborne for the first
    time and the most significant vertical point
    of the run.

11
5. Offsets
  • With all the key poses set, you're ready to start
    offsetting the rotations on your controls.
  • Which means your rotate x, y, and z wont be all
    keyed on the same timing.
  • Ex. The entire hip rotates x curve is slid two
    frames later- while y is slid one frame earlier.

12
6. Clean Up Arms and Legs
  • The arms and legs are roughly setups from your
    key poses, but you have to set some in between
    keys to make the locomotion better.
  • Here where you Add/Tweak secondary rotates/
    translates like

13
  • 1. A Translate X arc to the feet
  • 2. Rotate Y and Z on the feet
  • 3. Rotate Y and Z into the arms
  • 4. Adjust offsets for these limbs
  • 5. Push spacing for the legs as they are
  • 6. Make sure straights and bends are retained
  • 7. Drop heel rolls in 1 frame for a smooth pick up

14
7. Refine and Polish
  • At this final stage these are the last few
    touches
  • 1. Arc cleanup
  • 2. Knee Pops
  • 3. Any other pops
  • 4. Toe Overlap
  • 5. Hand Overlap
  • 6. Tone Down / Exaggerate
  • 7. Toning down or exaggerating any part of your
    animation should probably come first.

15
Thank You
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