Walking Animation
Hi everyone! I'm making a simple character out of blocks for my 2-d sidescroller. I've been trying to figure out how to make realistic movement for him. As you see, it's not a model in the sense of using a program to build it. I need to rotate the legs so that they look like real walking. And I need to get the guy to realisticly walk up a slope. Thanks!
bi-FreeSoftware
The subject of human anatomy and animation is to broad to encompas in a single post (for me at least) I think you'll be much better off doing a google search, something like "Biped Walk Animation" should do the trick.
One thing which will set you on the road to success, and root out any bad movements quickly is to make sure your models center of gravity, i.e. the place where the majority of his weight is falling, (down the spine, center of the legs usualy) is the point your characters body moves around.
Any biped (two legged) body should be divided into four quarters of movement, lower halves: left and right leg. Upper halves: Right and left arm (including torso, shoulders etc.) These four quarters should always balance each other with equal oposite force, for example... In a walking animation, when a right leg goes forward, the left leg goes back, and the upper right arm goes back. To balance the right arm, the left arm goes forward. Simple!
For walking up a hill the incline will affect where the center of gravity falls, it must move forward (otherwise a person would topple over backward). So you're standard walk animation needs to be modified so that the posture and movements reflect this new center of gravity.
Ah.. and also, an animators most valuable tool is studying himself or other people doing the movement he is trying to animate. Good luck!
One thing which will set you on the road to success, and root out any bad movements quickly is to make sure your models center of gravity, i.e. the place where the majority of his weight is falling, (down the spine, center of the legs usualy) is the point your characters body moves around.
Any biped (two legged) body should be divided into four quarters of movement, lower halves: left and right leg. Upper halves: Right and left arm (including torso, shoulders etc.) These four quarters should always balance each other with equal oposite force, for example... In a walking animation, when a right leg goes forward, the left leg goes back, and the upper right arm goes back. To balance the right arm, the left arm goes forward. Simple!
For walking up a hill the incline will affect where the center of gravity falls, it must move forward (otherwise a person would topple over backward). So you're standard walk animation needs to be modified so that the posture and movements reflect this new center of gravity.
Ah.. and also, an animators most valuable tool is studying himself or other people doing the movement he is trying to animate. Good luck!
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